Angry-HEX: An Artificial Player for Angry Birds Based on Declarative Knowledge Bases

Francesco Calimeri, Michael Fink, Stefano Germano, Giovambattista Ianni, Christoph Redl, Anton Wimmer
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引用次数: 36

Abstract

This paper presents the Angry-HEX artificial intelligent agent that participated in the 2013 and 2014 Angry Birds Artificial Intelligence Competitions. The agent has been developed in the context of a joint project between the University of Calabria (UniCal) and the Vienna University of Technology (TU Vienna). The specific issues that arise when introducing artificial intelligence in a physics-based game are dealt with a combination of traditional imperative programming and declarative programming, used for modeling discrete knowledge about the game and the current situation. In particular, we make use of HEX programs, which are an extension of answer set programming (ASP) programs toward integration of external computation sources, such as 2-D physics simulation tools.
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Angry- hex:基于陈述性知识库的《愤怒的小鸟》人工玩家
本文介绍了参加2013年和2014年愤怒的小鸟人工智能比赛的Angry- hex人工智能代理。该代理是在卡拉布里亚大学(UniCal)和维也纳技术大学(TU维也纳)的联合项目范围内开发的。在基于物理的游戏中引入人工智能时出现的具体问题是结合传统的命令式编程和声明式编程来处理,用于建模关于游戏和当前情况的离散知识。特别地,我们使用HEX程序,它是答案集编程(ASP)程序的扩展,用于集成外部计算源,如二维物理模拟工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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