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2013 IEEE Conference on Computational Inteligence in Games (CIG)最新文献

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Bandits all the way down: UCB1 as a simulation policy in Monte Carlo Tree Search 强盗一路下来:UCB1作为蒙特卡洛树搜索的模拟策略
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633613
E. Powley, D. Whitehouse, P. Cowling
Monte Carlo Tree Search (MCTS) is a family of asymmetric anytime aheuristic game tree search algorithms which have advanced the state-of-the-art in several challenging domains. MCTS learns a playout policy, iteratively building a partial tree to store and further refine the learned portion of the policy. When the playout leaves the existing tree, it falls back to a default simulation policy, which for many variants of MCTS chooses actions uniformly at random. This paper investigates how a simulation policy can be learned during the search, helping the playout policy remain plausible from root to terminal state without the injection of prior knowledge. Since the simulation policy visits states that are previously unseen, its decisions cannot be as context sensitive as those in the tree policy. We consider the well-known Move-Average Sampling Technique (MAST), which learns a value for each move which is independent of context. We also introduce a generalisation of MAST, called N-gram-Average-Sampling-Technique (NAST), which uses as context a fixed-lengthsequence (or N-tuple) of recent moves. We compare several policies for selecting moves during simulation, including the UCB1 policy for multi-armed bandits (as used in the tree policy for the popular UCT variant of MCTS). In addition to the elegance of treating the entire playout as a series of multi-armed bandit problems, we find that UCB1 gives consistently strong performance. We present empirical results for three games of imperfect information, namely the card games Dou Di Zhu and Hearts and the board game Lord Of The Rings: The Confrontation, each of which has its own unique challenges for search-based AI.
蒙特卡罗树搜索(MCTS)是一种非对称随时启发式博弈树搜索算法,在一些具有挑战性的领域取得了进展。MCTS学习一个播放策略,迭代地构建一个部分树来存储和进一步细化策略的学习部分。当播放离开现有树时,它会回到默认的模拟策略,对于许多MCTS变体,该策略会随机选择一致的动作。本文研究了如何在搜索过程中学习模拟策略,以帮助播放策略在不注入先验知识的情况下从根状态到终端状态保持可信。由于模拟策略访问以前未见过的状态,因此它的决策不能像树策略中的决策那样对上下文敏感。我们考虑了著名的移动平均采样技术(MAST),它为每个独立于上下文的移动学习一个值。我们还介绍了MAST的泛化,称为n -gram平均抽样技术(NAST),它使用最近移动的固定长度序列(或n元组)作为上下文。在模拟过程中,我们比较了几种选择招式的策略,包括多武装强盗的UCB1策略(如流行的MCTS UCT变体的树策略)。除了将整个游戏过程视为一系列多手强盗问题的优雅之外,我们发现UCB1的表现一直很强劲。我们给出了三种不完全信息游戏的实证结果,即纸牌游戏《豆地珠》和《红心》以及棋盘游戏《指环王:对抗》,每种游戏对基于搜索的AI都有自己独特的挑战。
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引用次数: 25
Landscape automata for search based procedural content generation 基于搜索过程内容生成的景观自动机
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633619
D. Ashlock, C. McGuinness
This study introduces a new representation landscape automata for encoding heightmaps that may be used for terrain generation or other procedural content generation. Landscape automata are evolvable state-conditioned quadtrees with embedded decay parameters. Landscape automata are used to both match idealized landforms and to generate a heightmap with controllable connectivity for agents using the height map as terrain. Parameter studies on both mutation rate and number of states in the automata are performed. Mutation rate is found to have a modest impact on performance while the number of states used both has a large impact on fitness and a different type of impact for each of two types of fitness functions. Landscape automata are demonstrated to be well able to match idealized landforms, providing a palette of varied approximations with a variety of secondary features. They are also able to generate heightmaps that, viewed as terrain, form challenging mazes.
这项研究引入了一种新的表示景观自动机,用于编码高度图,可用于地形生成或其他程序内容生成。景观自动机是具有嵌入衰减参数的可演化状态四叉树。景观自动机用于匹配理想的地形,并为使用高度图作为地形的代理生成具有可控连通性的高度图。对自动机的突变率和状态数进行了参数研究。发现突变率对性能的影响不大,而使用的状态数量对适应度有很大的影响,并且对两种适应度函数中的每一种都有不同的影响。景观自动机被证明能够很好地匹配理想的地形,提供具有各种次要特征的各种近似的调色板。它们还能够生成高度图,将其视为地形,形成具有挑战性的迷宫。
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引用次数: 19
Towards story-based content generation: From plot-points to maps 面向基于故事的内容生成:从情节点到地图
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633654
Josep Valls-Vargas, Santiago Ontañón, Jichen Zhu
Some computer game genres require meaningful stories and complex worlds in order to successfully engage players. In this paper we look at a procedural approach to story-based map generation focusing on the tight relationship between stories and the virtual worlds where those stories will unfold. Our long term goal is to develop procedural content generation techniques that can produce maps supporting multiple stories. We present an approach that takes, as input, the specification of a story space as a collection of plot points. Causal relations between these plot points and spatial relationships between locations define different story and spatial structures. Our system generates multiple configurations of a map, determines the stories that are actually supported in each map, and evaluates their quality, in order to find maps that support high quality stories from a storytelling perspective.
有些电脑游戏类型需要有意义的故事和复杂的世界才能成功吸引玩家。在本文中,我们着眼于基于故事的地图生成的程序方法,重点关注故事与这些故事将展开的虚拟世界之间的紧密关系。我们的长期目标是开发程序内容生成技术,以生成支持多个故事的地图。我们提出了一种方法,将故事空间的规范作为情节点的集合作为输入。这些情节点之间的因果关系和地点之间的空间关系定义了不同的故事和空间结构。我们的系统生成地图的多种配置,确定每个地图中实际支持的故事,并评估它们的质量,以便从讲故事的角度找到支持高质量故事的地图。
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引用次数: 20
AI for game production 游戏制作中的AI
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633663
Mark O. Riedl, Alexander Zook
A number of changes are occurring in the field of computer game development: persistent online games, digital distribution platforms and portals, social and mobile games, and the emergence of new business models have pushed game development to put heavier emphasis on the live operation of games. Artificial intelligence has long been an important part of game development practices. The forces of change in the industry present an opportunity for Game AI to have new and profound impact on game production practices. Specifically, Game AI agents should act as “producers” responsible for managing a long-running set of live games, their player communities, and real-world context. We characterize a confluence of four major forces at play in the games industry today, together producing a wealth of data that opens unique research opportunities and challenges for Game AI in game production. We enumerate 12 new research areas spawned by these forces and steps toward how they can be addressed by data-driven Game AI Producers.
电脑游戏开发领域正在发生一系列变化:持久的在线游戏、数字发行平台和门户、社交和手机游戏,以及新商业模式的出现,促使游戏开发更加重视游戏的实时运营。人工智能一直是游戏开发实践的重要组成部分。行业变革的力量为游戏AI对游戏制作实践产生新的深刻影响提供了机会。具体来说,游戏AI代理应该扮演“制作人”的角色,负责管理长期运行的游戏、玩家社区和现实环境。我们描述了当今游戏行业中四大主要力量的融合,它们共同产生了丰富的数据,为游戏制作中的游戏AI提供了独特的研究机会和挑战。我们列举了这些力量催生的12个新研究领域,以及数据驱动的游戏AI制作人如何解决这些问题的步骤。
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引用次数: 33
Behavioral-based cheating detection in online first person shooters using machine learning techniques 使用机器学习技术的在线第一人称射击游戏中基于行为的作弊检测
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633617
Hashem Alayed, Fotos Frangoudes, C. Neuman
Cheating in online games comes with many consequences for both players and companies. Therefore, cheating detection and prevention is an important part of developing a commercial online game. Several anti-cheating solutions have been developed by gaming companies. However, most of these companies use cheating detection measures that may involve breaches to users' privacy. In our paper, we provide a server-side anti-cheating solution that uses only game logs. Our method is based on defining an honest player's behavior and cheaters' behavior first. After that, using machine learning classifiers to train cheating models, then detect cheaters. We presented our results in different organizations to show different options for developers, and our methods' results gave a very high accuracy in most of the cases. Finally, we provided a detailed analysis of our results with some useful suggestions for online games developers.
网络游戏中的作弊行为会给玩家和游戏公司带来许多后果。因此,作弊检测和预防是开发一款商业网络游戏的重要组成部分。游戏公司已经开发了几种反作弊的解决方案。然而,这些公司大多使用可能涉及侵犯用户隐私的作弊检测措施。在我们的论文中,我们提供了一个仅使用游戏日志的服务器端反作弊解决方案。我们的方法是基于首先定义诚实玩家的行为和作弊者的行为。之后,使用机器学习分类器训练作弊模型,然后检测作弊者。我们在不同的组织中展示了我们的结果,为开发人员展示了不同的选择,并且我们的方法的结果在大多数情况下给出了非常高的准确性。最后,我们对结果进行了详细分析,并为网络游戏开发者提供了一些有用的建议。
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引用次数: 30
Mobile games with intelligence: A killer application? 智能手机游戏:杀手级应用?
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633660
P. Hingston, C. Congdon, G. Kendall
Mobile gaming is an arena full of innovation, with developers exploring new kinds of games, with new kinds of interaction between the mobile device, players, and the connected world that they live in and move through. The mobile gaming world is a perfect playground for AI and CI, generating a maelstrom of data for games that use adaptation, learning and smart content creation. In this paper, we explore this potential killer application for mobile intelligence. We propose combining small, light-weight AI/CI libraries with AI/CI services in the cloud for the heavy lifting. To make our ideas more concrete, we describe a new mobile game that we built that shows how this can work.
手机游戏是一个充满创新的领域,开发者正在探索新类型的游戏,探索移动设备、玩家和他们所处的互联世界之间的新互动方式。手机游戏世界是AI和CI的完美游乐场,为使用适应性、学习和智能内容创造的游戏产生大量数据。在本文中,我们将探讨这一潜在的移动智能杀手级应用。我们建议将小型、轻量级的AI/CI库与云中的AI/CI服务结合起来,以完成繁重的工作。为了使我们的想法更加具体,我们描述了一款我们制作的新手机游戏,它展示了这种方法的可行性。
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引用次数: 6
The structure of a 3-state finite transducer representation for Prisoner's Dilemma 囚徒困境的三态有限换能器表示结构
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633638
Jeffrey Tsang
To facilitate systematic and automated analysis of game playing strategies, the fingerprint, a mathematical technique that generates a functional summary independent of representation, was developed. This study attempts to push the boundaries of full state space investigation, looking at 3-state finite transducers as a representation for playing Prisoner's Dilemma. There are a staggering 23,000 unique strategies in this space, which severely limits the choice of analysis methods. These strategies are fingerprinted and pairwise distances computed, then hierarchical clustering reduces them to a manageable size for further experiments with multidimensional scaling and the mutational connectivity network. Results indicate there are no obvious cutoff scales of structure; mutational distance is not correlated with fingerprint distance; and a level of similarity with past results on smaller state spaces.
为了促进对游戏策略的系统和自动分析,指纹,一种独立于表示生成功能摘要的数学技术,被开发出来。本研究试图突破全状态空间研究的界限,将三状态有限传感器视为玩囚徒困境的代表。在这个领域有惊人的23000种独特的策略,这严重限制了分析方法的选择。对这些策略进行指纹识别并计算成对距离,然后分层聚类将其减少到可管理的大小,以便通过多维缩放和突变连接网络进行进一步的实验。结果表明:结构没有明显的截止尺度;突变距离与指纹距离不相关;并且在较小的状态空间上与过去的结果有一定程度的相似性。
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引用次数: 8
A video game description language for model-based or interactive learning 用于基于模型或交互式学习的电子游戏描述语言
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633610
T. Schaul
We propose a powerful new tool for conducting research on computational intelligence and games. `PyVGDL' is a simple, high-level description language for 2D video games, and the accompanying software library permits parsing and instantly playing those games. The streamlined design of the language is based on defining locations and dynamics for simple building blocks, and the interaction effects when such objects collide, all of which are provided in a rich ontology. It can be used to quickly design games, without needing to deal with control structures, and the concise language is also accessible to generative approaches. We show how the dynamics of many classical games can be generated from a few lines of PyVGDL. The main objective of these generated games is to serve as diverse benchmark problems for learning and planning algorithms; so we provide a collection of interfaces for different types of learning agents, with visual or abstract observations, from a global or first-person viewpoint. To demonstrate the library's usefulness in a broad range of learning scenarios, we show how to learn competent behaviors when a model of the game dynamics is available or when it is not, when full state information is given to the agent or just subjective observations, when learning is interactive or in batch-mode, and for a number of different learning algorithms, including reinforcement learning and evolutionary search.
我们提出了一个强大的新工具,用于进行计算智能和游戏的研究。PyVGDL是一种简单、高级的2D视频游戏描述语言,附带的软件库允许解析和即时播放这些游戏。语言的流线型设计基于定义简单构建块的位置和动态,以及这些对象碰撞时的交互效果,所有这些都在丰富的本体中提供。它可以用于快速设计游戏,而无需处理控制结构,并且简洁的语言也可以用于生成方法。我们将展示如何通过几行PyVGDL生成许多经典游戏的动态。这些生成游戏的主要目标是作为学习和规划算法的各种基准问题;因此,我们为不同类型的学习代理提供了一系列接口,从全局或第一人称的角度进行视觉或抽象观察。为了证明库在广泛的学习场景中的有用性,我们展示了如何在游戏动力学模型可用或不可用时学习胜任行为,当完整状态信息被给予代理或仅仅是主观观察时,当学习是交互式或批处理模式时,以及许多不同的学习算法,包括强化学习和进化搜索。
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引用次数: 207
PSMAGE: Balanced map generation for StarCraft PSMAGE:星际争霸的平衡地图生成
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633644
Alberto Uriarte, Santiago Ontañón
Designing a well balanced map for a real-time strategy game might be time consuming. This paper presents an algorithm, called PSMAGE, for generating balanced maps for the popular real-time strategy (RTS) game StarCraft. Our approach uses Voronoi diagrams to generate an initial map layout, and then assigns different properties to each of the regions in the diagram. Additionally, PSMAGE includes a collection of evaluation metrics, aimed at measuring how balanced a map is.
为即时战略游戏设计一个平衡的地图可能很耗时。本文提出了一种名为PSMAGE的算法,用于为流行的即时战略游戏《星际争霸》生成平衡地图。我们的方法使用Voronoi图来生成初始地图布局,然后为图中的每个区域分配不同的属性。此外,PSMAGE还包括一系列评估指标,旨在衡量地图的平衡程度。
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引用次数: 14
Deductive search for logic puzzles 逻辑谜题的演绎搜索
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633649
C. Browne
Deductive search (DS) is a breadth-first, depth-limited propagation scheme for the constraint-based solution of deduction puzzles, using simple logic operations found in standard constraint satisfaction solvers. It attempts to emulate the processing limits experienced by human solvers, and, to some extent, the process by which they solve such problems. Any solution deduced by DS is guaranteed to be correct and unique. Further, it provides an estimate of the deducibility of a given problem for human solvers and offers new ways of understanding deduction puzzles. Its performance is tested on a number of problem domains including Japanese logic puzzles, a traditional logic puzzle, and a geometric placement puzzle.
演绎搜索(DS)是一种宽度优先,深度限制的传播方案,用于基于约束的演绎谜题解,使用标准约束满足解中发现的简单逻辑运算。它试图模拟人类求解者所经历的处理极限,并在某种程度上模拟他们解决此类问题的过程。任何由DS推导出的解都保证是正确的和唯一的。此外,它为人类解决者提供了对给定问题的可演绎性的估计,并提供了理解演绎谜题的新方法。它的性能在许多问题领域进行了测试,包括日本逻辑谜题、传统逻辑谜题和几何布局谜题。
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引用次数: 15
期刊
2013 IEEE Conference on Computational Inteligence in Games (CIG)
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