Generating heuristics for novice players

F. Silva, Aaron Isaksen, J. Togelius, Andy Nealen
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引用次数: 23

Abstract

We consider the problem of generating compact sub-optimal game-playing heuristics that can be understood and easily executed by novices. In particular, we seek to find heuristics that can lead to good play while at the same time be expressed as fast and frugal trees or short decision lists. This has applications in automatically generating tutorials and instructions for playing games, but also in analyzing game design and measuring game depth. We use the classic game Blackjack as a testbed, and compare condition induction with the RIPPER algorithm, exhaustive-greedy search in statement space, genetic programming and axis-aligned search. We find that all of these methods can find compact well-playing heuristics under the given constraints, with axis-aligned search performing particularly well.
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为新手玩家生成启发式信息
我们考虑的问题是生成紧凑的次优博弈启发式,可以被新手理解和容易执行。特别是,我们试图找到能够带来良好游戏体验的启发式方法,同时将其表达为快速且节俭的树或简短的决策列表。这不仅适用于自动生成游戏教程和指导,也适用于分析游戏设计和衡量游戏深度。以经典游戏Blackjack为实验平台,将条件归纳法与RIPPER算法、语句空间的穷举贪婪搜索、遗传规划和轴对齐搜索进行了比较。我们发现,在给定的约束条件下,所有这些方法都可以找到紧凑的启发式算法,其中轴对齐搜索表现得特别好。
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