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

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Production of various strategies and position control for Monte-Carlo Go — Entertaining human players 制作各种策略和位置控制的蒙特卡洛围棋娱乐人类玩家
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633625
Kokolo Ikeda, Simon Viennot
Thanks to the continued development of tree search algorithms, of more precise evaluation functions, and of faster hardware, computer Go and computer Shogi have now reached a level of strength sufficient for most amateur players. However, the research about entertaining and coaching human players of board games is still very limited. In this paper, we try first to define what are the requirements for entertaining human players in computer board games. Then, we describe the different approaches that we have experimented in the case of Monte-Carlo computer Go.
由于树搜索算法、更精确的评估功能和更快的硬件的不断发展,计算机围棋和计算机棋棋现在已经达到了大多数业余棋手都能应付的水平。然而,关于娱乐和指导人类棋类游戏玩家的研究仍然非常有限。在本文中,我们首先尝试定义在电脑桌游中娱乐人类玩家的要求是什么。然后,我们描述了我们在蒙特卡洛计算机围棋的情况下实验的不同方法。
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引用次数: 15
The impact of connection topology and agent size on cooperation in the iterated prisoner's dilemma 迭代囚徒困境中连接拓扑和智能体大小对合作的影响
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633611
Lee-Ann Barlow, D. Ashlock
This study revisits earlier work, concerning the evolutionary trajectory of agents trained to play iterated prisoner's dilemma on a combinatorial graph. The impact of different connection topologies, used to mediate both the play of prisoner's dilemma and the flow of genes during selection and replacement, is examined. The variety of connection topologies, stored as combinatorial graphs, is revisited and the analysis tools used are substantially improved. A novel tool called the play profile summarizes the distribution of behaviors over multiple replicates of the basic evolutionary algorithm and through multiple evolutionary epochs. The impact of changing the number of states used to encode agents is also examined. Changing the combinatorial graph on which the population resides is found to yield statistically significant differences in the play profiles. Changing the number of states in agents is also found to produce statistically significant differences in behavior. The use of multiple epochs in analysis of agent behavior demonstrates that the distribution of behaviors changes substantially over the course of evolution. The most common pattern is for agents to move toward the cooperative state over time, but this pattern is not universal. Another clear trend is that agents implemented with more states are less cooperative.
这项研究回顾了早期的工作,涉及在组合图上训练的代理人的进化轨迹,以玩迭代的囚犯困境。不同的连接拓扑的影响,用于调解囚徒困境的发挥和选择和替代过程中的基因流动,被检查。以组合图形式存储的各种连接拓扑被重新审视,所使用的分析工具也得到了实质性的改进。一种名为“游戏剖面”的新工具总结了基本进化算法的多个复制和多个进化时代的行为分布。还研究了更改用于对代理进行编码的状态数的影响。研究发现,改变种群所在的组合图会产生统计上的显著差异。改变agent状态的数量也会在统计上产生显著的行为差异。使用多时代来分析智能体的行为表明,行为的分布在进化过程中发生了很大的变化。最常见的模式是代理随着时间的推移走向合作状态,但这种模式并不普遍。另一个明显的趋势是,拥有更多状态的代理更不愿意合作。
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引用次数: 12
Behavior evolution in Tomb Raider Underworld 《古墓丽影:地下世界》中的行为进化
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633637
R. Sifa, Anders Drachen, C. Bauckhage, Christian Thurau, Alessandro Canossa
Behavioral datasets from major commercial game titles of the “AAA” grade generally feature high dimensionality and large sample sizes, from tens of thousands to millions, covering time scales stretching into several years of real-time, and evolving user populations. This makes dimensionality-reduction methods such as clustering and classification useful for discovering and defining patterns in player behavior. The goal from the perspective of game development is the formation of behavioral profiles that provide actionable insights into how a game is being played, and enables the detection of e.g. problems hindering player progression. Due to its unsupervised nature, clustering is notably useful in cases where no prior-defined classes exist. Previous research in this area has successfully applied clustering algorithms to behavioral datasets from different games. In this paper, the focus is on examining the behavior of 62,000 players from the major commercial game Tomb Raider: Underworld, as it unfolds from the beginning of the game and throughout the seven main levels of the game. Where previous research has focused on aggregated behavioral datasets spanning an entire game, or conversely a limited slice or snapshot viewed in isolation, this is to the best knowledge of the authors the first study to examine the application of clustering methods to player behavior as it evolves throughout an entire game.
来自“AAA”级主要商业游戏的行为数据集通常具有高维度和大样本量,从数万到数百万不等,涵盖了数年的实时时间尺度,以及不断变化的用户群体。这使得聚类和分类等降维方法对于发现和定义玩家行为模式非常有用。从游戏开发的角度来看,目标是形成行为特征,提供关于游戏玩法的可行见解,并能够发现阻碍玩家进程的问题。由于它的无监督性质,聚类在没有预先定义的类的情况下特别有用。该领域之前的研究已经成功地将聚类算法应用于不同游戏的行为数据集。在本文中,我们将着眼于研究《古墓丽影:地下世界》这款大型商业游戏的62000名玩家的行为,并从游戏的开始以及游戏的7个主要关卡展开。之前的研究关注的是跨越整个游戏的聚合行为数据集,或者相反地,孤立地观察有限的切片或快照,这是作者所了解的第一个研究,即在玩家行为在整个游戏中的演变过程中检查聚类方法的应用。
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引用次数: 38
The turing test track of the 2012 Mario AI Championship: Entries and evaluation 2012马里奥AI锦标赛的图灵测试赛道:参赛和评估
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633634
Noor Shaker, J. Togelius, Georgios N. Yannakakis, Likith Poovanna, Vinay Sudha Ethiraj, S. Johansson, R. Reynolds, Leonard Kinnaird-Heether, T. Schumann, M. Gallagher
The Turing Test Track of the Mario AI Championship focused on developing human-like controllers for a clone of the popular game Super Mario Bros. Competitors participated by submitting AI agents that imitate human playing style. This paper presents the rules of the competition, the software used, the voting interface, the scoring procedure, the submitted controllers and the recent results of the competition for the year 2012. We also discuss what can be learnt from this competition in terms of believability in platform games. The discussion is supported by a statistical analysis of behavioural similarities and differences among the agents, and between agents and humans. The paper is co-authored by the organizers of the competition (the first three authors) and the competitors.
“马里奥AI锦标赛”的图灵测试赛道专注于为热门游戏“超级马里奥兄弟”的克隆开发类似人类的控制器,参赛者通过提交模仿人类游戏风格的AI代理来参加比赛。本文介绍了2012年比赛的规则、使用的软件、投票界面、计分程序、提交的控制器和最近的比赛结果。我们还讨论了从平台游戏的可信度方面可以从这场比赛中学到什么。这一讨论得到了智能体之间以及智能体与人类之间行为相似性和差异的统计分析的支持。论文由竞赛主办方(前三名作者)和参赛选手共同撰写。
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引用次数: 38
Stacked calibration of off-policy policy evaluation for video game matchmaking 视频游戏配对非政策评估的堆叠校准
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633642
Eric Thibodeau-Laufer, Raul Chandias Ferrari, Li Yao, Olivier Delalleau, Yoshua Bengio
We consider an industrial strength application of recommendation systems for video-game matchmaking in which off-policy policy evaluation is important but where standard approaches can hardly be applied. The objective of the policy is to sequentially form teams of players from those waiting to be matched, in such a way as to produce well-balanced matches. Unfortunately, the available training data comes from a policy that is not known perfectly and that is not stochastic, making it impossible to use methods based on importance weights. Furthermore, we observe that when the estimated reward function and the policy are obtained by training from the same off-policy dataset, the policy evaluation using the estimated reward function is biased. We present a simple calibration procedure that is similar to stacked regression and that removes most of the bias, in the experiments we performed. Data collected during beta tests of Ghost Recon Online, a first person shooter from Ubisoft, were used for the experiments.
我们考虑了视频游戏配对推荐系统的工业强度应用,其中非政策政策评估很重要,但标准方法很难应用。该政策的目标是将等待匹配的球员按顺序组成球队,从而产生平衡的比赛。不幸的是,可用的训练数据来自不完全已知的策略,并且不是随机的,因此不可能使用基于重要性权重的方法。此外,我们观察到,当从相同的off-policy数据集通过训练获得估计的奖励函数和策略时,使用估计的奖励函数进行策略评估是有偏差的。我们提出了一个简单的校准程序,类似于堆叠回归,并在我们进行的实验中消除了大部分偏差。在《Ghost Recon Online》(育碧的第一人称射击游戏)的beta测试中收集的数据被用于实验。
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引用次数: 0
Exploration and analysis of the evolution of strategies for Mancala variants 探索和分析曼卡拉变体的战略演变
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633628
Colin Divilly, C. O'Riordan, Seamus Hill
This paper describes approaches to evolving strategies for Mancala variants. The results are compared and the robustness of both the strategies and heuristics across variants of Mancala is analysed. The aim of this research is to evaluate the performance of a collection of heuristics across a selection of Mancala games. The performance of the individual heuristics can be evaluated on games with varying rules regarding capture rules, varying number of pits per row and for different seeds per pit at the start of the game.
本文描述了Mancala变体的进化策略。结果进行了比较,并分析了策略和启发式在Mancala变体中的鲁棒性。本研究的目的是评估一系列启发式方法在一系列Mancala游戏中的表现。单个启发式的性能可以在游戏中进行评估,这些游戏具有不同的规则,包括捕获规则,每行不同的坑数以及游戏开始时每个坑的不同种子。
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引用次数: 5
Creativity and competitiveness in polyomino-developing game playing agents 多元发展博弈代理的创造力和竞争力
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633647
D. Ashlock, J. Gilbert
This study proposes a new mathematical game called Polyomination which involves the competitive placement of polyominoes to capture area. The game playing agents used are able to encode both their strategy and the game pieces they will play with. Strategy is encoded in a finite state representation called a binary decision automata which has access to a variety of pieces of information abstracted from the game state. Playing pieces are encoded by a developmental representation. An extensive parameter study is performed. The elite-fraction used by the evolutionary algorithm that trains the agents is found to be relatively unimportant. The number of states in the automata and the maximum number of squares used to build polyominoes are found to have a significant impact on competitive ability. The polyomino playing pieces are found to evolve in a strategic manner with playing pieces specializing for area-occupation, area-denial, and cleanup in which small pieces can fill in small remaining areas. This study serves as an initial study of Polyomination, intended to serve as a springboard for the design of simpler, related games.
本研究提出了一种新的数学游戏,称为多角化,它涉及多角化的竞争位置,以获取区域。所使用的游戏代理能够编码他们的策略和他们将要玩的游戏组件。策略编码在一个有限的状态表示中,称为二进制决策自动机,它可以访问从博弈状态中抽象出来的各种信息。棋子是由发展表征编码的。进行了广泛的参数研究。训练代理的进化算法使用的精英分数被发现相对不重要。自动机中的状态数和用于构建多角的最大方格数对竞争能力有显著影响。我们发现,多棋子以一种战略方式进化,棋子专门用于区域占领、区域封锁和清理,其中小棋子可以填充小的剩余区域。这项研究是对Polyomination的初步研究,旨在为设计更简单的相关游戏提供跳板。
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引用次数: 1
UCT for PCG PCG的UCT
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633650
C. Browne
This paper describes initial experiments in the use of UCT-based algorithms for procedural content generation in creative game-like domains. UCT search offers potential benefits for this task, as its systematic method of node expansion constitutes an inherent form of exhaustive local search. A new variant called upper confidence bounds for graphs (UCG) is described, suitable for bitstring domains with reversible operations, such as those to which genetic algorithms are typically applied. We compare the performance of UCT-based methods with known search methods for two test domains, with encouraging results.
本文描述了在创造性游戏领域中使用基于uct的算法进行程序内容生成的初步实验。UCT搜索为这项任务提供了潜在的好处,因为它的系统的节点扩展方法构成了一种内在的穷举局部搜索形式。描述了一种称为图上置信限(UCG)的新变体,适用于具有可逆操作的位串域,例如那些典型应用遗传算法的域。我们比较了基于uct的方法与已知搜索方法在两个测试域中的性能,得到了令人鼓舞的结果。
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引用次数: 5
Soft computing for content generation: Trading market in a basketball management video game 内容生成的软计算:篮球管理视频游戏中的交易市场
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633620
J. Sánchez, Ernestina Menasalvas Ruiz, S. Muelas, A. Latorre, Luis Peña, Sascha Ossowski
Although procedural and assisted content generation have attracted a lot of attention in both academic and industrial research in video games, there are few cases in the literature in which they have been applied to sport management games. The on-line variants of these games produce a lot of information concerning how the users interact with each other in the game. This contribution presents the application of soft computing techniques in the context of content generation for an on-line massive basketball management simulation game (in particular in the virtual trading market of the game). This application is developed in two different directions: (1) a machine learning model to analyze the appeal of the trading market contents (the virtual basketball players in the game), and (2) an evolutionary algorithm to assist users in the design of new contents (training of virtual basketball players).
尽管程序生成和辅助内容生成在电子游戏的学术和产业研究中都引起了很多关注,但在文献中却很少有将它们应用于体育管理游戏的案例。这些游戏的在线变体产生了大量关于用户如何在游戏中相互互动的信息。这篇文章介绍了软计算技术在一个在线大型篮球管理模拟游戏(特别是在游戏的虚拟交易市场)的内容生成背景下的应用。该应用程序在两个不同的方向上发展:(1)一个机器学习模型来分析交易市场内容(游戏中的虚拟篮球运动员)的吸引力,(2)一个进化算法来帮助用户设计新内容(虚拟篮球运动员的训练)。
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引用次数: 2
Online and offline learning in multi-objective Monte Carlo Tree Search 多目标蒙特卡罗树搜索中的在线和离线学习
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633621
Diego Perez Liebana, Spyridon Samothrakis, S. Lucas
Multi-Objective optimization has traditionally been applied to manufacturing, engineering or finance, with little impact in games research. However, its application to this field of study may provide interesting results, especially for games that are complex or long enough that long-term planning is not trivial and/or a good level of play depends on balancing several strategies within the game. This paper proposes a new Multi-Objective algorithm based on Monte Carlo Tree Search (MCTS). The algorithm is tested in two different scenarios and its learning capabilities are measured in an online and offline fashion. Additionally, it is compared with a state of the art multi-objective evolutionary algorithm (NSGA-II) and with a previously published Multi-Objective MCTS algorithm. The results show that our proposed algorithm provides similar or better results than other techniques.
多目标优化通常应用于制造、工程或金融领域,但对游戏研究影响不大。然而,将其应用于这一研究领域可能会产生有趣的结果,特别是对于那些复杂或足够长的游戏,即长期规划并非微不足道,或者良好的游戏水平取决于游戏中多种策略的平衡。提出了一种新的基于蒙特卡罗树搜索的多目标算法。该算法在两种不同的场景下进行了测试,其学习能力以在线和离线方式进行了测量。此外,还将其与先进的多目标进化算法(NSGA-II)和先前发表的多目标MCTS算法进行了比较。结果表明,本文提出的算法与其他技术相比具有相似或更好的效果。
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引用次数: 11
期刊
2013 IEEE Conference on Computational Inteligence in Games (CIG)
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