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

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A tag-mediated game designed to study cooperation in human populations 一个以标签为媒介的游戏,旨在研究人类群体中的合作
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633615
G. Greenwood
How and why cooperation develops in human populations is not known. The iterated prisoner's dilemma game provides a natural framework for studying cooperation growth in human populations. However, recent experiments with human subjects has exposed a number of serious flaws in virtually all of the game-theoretical models that have appeared in the literature. Indeed, some experiments suggest network reciprocity-thought to be essential for cooperation in human populationsmay actually play no role whatsoever. In this paper we briefly review some human experiments that were conducted in the last three years. We then present preliminary results of a new tag-mediated model designed for studying cooperation in human populations. The model exhibits many characteristics found in the human experiments including assortment, which many researchers now believe is necessary for maintaining cooperation.
人类群体中合作是如何以及为什么发展的尚不清楚。迭代囚徒困境博弈为研究人类群体的合作增长提供了一个自然的框架。然而,最近的人类实验揭示了文献中出现的几乎所有博弈论模型的严重缺陷。事实上,一些实验表明,人际网络的互惠性——被认为是人类群体合作的必要条件——实际上可能根本不起作用。在本文中,我们简要回顾了近三年来进行的一些人体实验。然后,我们提出了一个新的标签介导模型的初步结果,该模型旨在研究人类群体中的合作。该模型展示了许多在人类实验中发现的特征,包括分类,许多研究人员现在认为这是维持合作所必需的。
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引用次数: 2
Potential flows for controlling scout units in StarCraft 《星际争霸》中控制侦察单位的潜在流程
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633662
K. Nguyen, Zhe Wang, R. Thawonmas
Real-Time Strategy (RTS) games typically take place in a war-like setting and are accompanied with complicated game play. They are not only difficult for human players to master, but also provide a challenging platform for AI research. In a typical RTS game, such as StarCraft, WarCraft, or Age of Empires, knowing what the opponent is doing is a great advantage and sometimes an important key to win the game. For that, good scouting is required. As subsequent work for improving the scouting agent in our StarCraft AI bot-IceBot-the winner of the mixed division in Student StarCraft AI Tournament 2012, this paper proposes a method that applies potential flows to controlling scout units in StarCraft. The proposed method outperforms an existing scouting method as well as a modified version of this existing method and is comparable to scouting by human players.
即时战略(RTS)游戏通常发生在类似战争的背景下,并伴随着复杂的游戏玩法。它们不仅对人类玩家来说很难掌握,而且为人工智能研究提供了一个具有挑战性的平台。在典型的RTS游戏中,如《星际争霸》、《魔兽争霸》或《帝国时代》,知道对手在做什么是一大优势,有时甚至是赢得游戏的关键。为此,良好的侦察是必要的。为了改进我们的《星际争霸》AI机器人——冰机器人(2012年《星际争霸》学生AI锦标赛混合赛区冠军)的侦察代理,本文提出了一种应用潜在流来控制《星际争霸》侦察单位的方法。所提出的方法优于现有的球探方法以及该方法的改进版本,并且可与人类球员的球探相媲美。
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引用次数: 9
EvoMCTS: Enhancing MCTS-based players through genetic programming EvoMCTS:通过遗传编程增强基于mcts的玩家
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633631
Amit Benbassat, M. Sipper
We present EvoMCTS, a genetic programming method for enhancing level of play in games. Our work focuses on the zero-sum, deterministic, perfect-information board game of Reversi. Expanding on our previous work on evolving board-state evaluation functions for alpha-beta search algorithm variants, we now evolve evaluation functions that augment the MTCS algorithm. We use strongly typed genetic programming, explicitly defined introns, and a selective directional crossover method. Our system regularly evolves players that outperform MCTS players that use the same amount of search. Our results prove scalable and EvoMCTS players whose search is increased offline still outperform MCTS counterparts. To demonstrate the generality of our method we apply EvoMCTS successfully to the game of Dodgem.
我们提出了EvoMCTS,一种提高游戏水平的遗传编程方法。我们的工作重点是零和、确定性、完全信息棋盘游戏逆转。扩展我们之前的工作,为alpha-beta搜索算法变体开发董事会状态评估函数,我们现在开发增强MTCS算法的评估函数。我们使用强类型遗传编程,明确定义内含子,和选择性定向交叉方法。我们的系统会定期发展出比使用相同搜索量的MCTS玩家表现更好的玩家。我们的结果证明了可扩展性和EvoMCTS播放器,其搜索增加离线仍然优于MCTS对手。为了证明我们的方法的通用性,我们成功地将EvoMCTS应用到Dodgem游戏中。
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引用次数: 19
Observations on strategies for Goofspiel 关于Goofspiel策略的观察
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633657
Mark Grimes, M. Dror
Goofspiel is a zero-sum two player card game in which all information is known by both players. Many strategies exist that leverage random, deterministic, and learning approaches to play, however, no strategy dominates all others. It has been suggested that a hybrid strategy combining two or more of these approaches may provide better results than any of these alone. In this note, we review the strengths and weaknesses of each traditional strategy and make a cursory evaluation of a hybrid `Good' strategy.
Goofspiel是一种零和双人纸牌游戏,其中所有信息都为双方玩家所知。存在许多利用随机、确定性和学习方法进行游戏的策略,但是没有一种策略能够主宰所有其他策略。有人建议,结合两种或两种以上方法的混合策略可能比单独使用其中任何一种方法提供更好的结果。在本文中,我们回顾了每种传统战略的优缺点,并对混合“好”战略进行了粗略的评估。
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引用次数: 2
Comparison of human and AI bots in StarCraft with replay data mining 用重玩数据挖掘方法比较《星际争霸》中的人类和AI机器人
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633667
Ho-Chul Cho, Kyung-Joong Kim
When you prepare an entry for the StarCraft AI competitions, it is important to understand the difference between human leagues and AI bots' competitions. Simply, you can watch a lot of replays from the two leagues and compare their plays. Unfortunately, it takes much time to review them and also requires expertise for the game. Recently, it is possible to access a lot of replay files from the Internet for the two leagues. In this paper, we propose to use replay-based data mining algorithms to identify the difference between human and AI bots. It shows that the AI league has unique property compared with the human competition.
当你准备参加《星际争霸》AI比赛时,理解人类联赛和AI机器人比赛的区别是很重要的。简单地说,你可以看很多两个联赛的回放,比较他们的表现。不幸的是,我们需要花费大量时间去审查这些内容,并且需要游戏的专业知识。最近,可以从互联网上访问两个联赛的大量重播文件。在本文中,我们建议使用基于重播的数据挖掘算法来识别人类和人工智能机器人之间的差异。这表明人工智能联赛与人类比赛相比具有独特的属性。
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引用次数: 2
Evolutionary Feature Evaluation for Online Reinforcement Learning 在线强化学习的进化特征评价
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633648
J. Bishop, R. Miikkulainen
Most successful examples of Reinforcement Learning (RL) report the use of carefully designed features, that is, a representation of the problem state that facilitates effective learning. The best features cannot always be known in advance, creating the need to evaluate more features than will ultimately be chosen. This paper presents Temporal Difference Feature Evaluation (TDFE), a novel approach to the problem of feature evaluation in an online RL agent. TDFE combines value function learning by temporal difference methods with an evolutionary algorithm that searches the space of feature subsets, and outputs franking over all individual features. TDFE dynamically adjusts its ranking, avoids the sample complexity multiplier of many population-based approaches, and works with arbitrary feature representations. Online learning experiments are performed in the game of Connect Four, establishing (i) that the choice of features is critical, (ii) that TDFE can evaluate and rank all the available features online, and (iii) that the ranking can be used effectively as the basis of dynamic online feature selection.
大多数成功的强化学习(RL)的例子都使用了精心设计的特征,也就是说,问题状态的表示促进了有效的学习。最好的功能并不总是预先知道的,这就需要评估比最终选择的功能更多的功能。提出了一种用于在线RL智能体特征评估的新方法——时间差分特征评估(TDFE)。TDFE结合了时间差分法的值函数学习和一种搜索特征子集空间的进化算法,并输出所有单个特征的排序。TDFE动态调整其排序,避免了许多基于种群的方法的样本复杂度乘数,并且可以使用任意的特征表示。在Connect Four的游戏中进行了在线学习实验,建立了(i)特征的选择是至关重要的,(ii) TDFE可以在线评估和排名所有可用的特征,以及(iii)排名可以有效地用作动态在线特征选择的基础。
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引用次数: 7
Evolved weapons for RPG drop systems RPG掉落系统的进化武器
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633659
J. A. Brown
Presented is an overview of an evolutionary algorithm with interactive fitness evaluation as a method for development of video game weaponry, with an emphasis on games with role playing game (RPG) elements. After a short survey of current industry practises for video game weapons, an evaluation of the novel evolutionary method forms the body of this monograph. The method uses the crossover of weapon data structures of similar weapon classes. The player attempting this crossover is shown two possible weapons and is allowed to save only one. This acts as an interactive fitness/selection operator. Such a process, over the course of a game with many item drops, approximates the results of an evolutionary search. The proposed method allows for an increased engagement on the part of the player in their weapons, armour, and gear. Finally, areas for both industry applications of this technique and potential academic research topics for game balance are speculated upon.
本文概述了一种具有交互式适应度评估的进化算法,并将其作为电子游戏武器开发的一种方法,重点介绍了具有角色扮演游戏(RPG)元素的游戏。在对当前电子游戏武器的行业实践进行了简短的调查之后,对这种新型进化方法的评估形成了这本专著的主体。该方法利用相似武器类的武器数据结构的交叉。尝试交叉的玩家会看到两种可能的武器,并且只能保存一种。它充当一个交互式适应度/选择操作符。这样的过程,在游戏过程中有许多掉落的道具,近似于进化搜索的结果。所提议的方法能够提高玩家在武器、盔甲和装备方面的参与度。最后,对该技术的行业应用领域和游戏平衡的潜在学术研究主题进行了推测。
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引用次数: 2
Using genetic programming to evolve heuristics for a Monte Carlo Tree Search Ms Pac-Man agent 利用遗传编程进化启发式蒙特卡洛树搜索吃豆人代理
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633639
Atif M. Alhejali, S. Lucas
Ms Pac-Man is one of the most challenging test beds in game artificial intelligence (AI). Genetic programming and Monte Carlo Tree Search (MCTS) have already been successful applied to several games including Pac-Man. In this paper, we use Monte Carlo Tree Search to create a Ms Pac-Man playing agent before using genetic programming to enhance its performance by evolving a new default policy to replace the random agent used in the simulations. The new agent with the evolved default policy was able to achieve an 18% increase on its average score over the agent with random default policy.
吃豆人是游戏人工智能(AI)领域最具挑战性的测试平台之一。遗传编程和蒙特卡罗树搜索(MCTS)已经成功地应用于几个游戏,包括吃豆人。在本文中,我们使用蒙特卡罗树搜索创建了一个Ms Pac-Man游戏代理,然后使用遗传编程通过进化一个新的默认策略来取代模拟中使用的随机代理来提高其性能。与具有随机默认策略的代理相比,具有进化默认策略的新代理能够实现18%的平均分数提高。
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引用次数: 40
A statistical exploitation module for Texas Hold'em: And it's benefits when used with an approximate nash equilibrium strategy 德州扑克的统计开发模块:当与近似纳什均衡策略一起使用时,它的好处
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633614
Kevin Norris, I. Watson
An approximate Nash equilibrium strategy is difficult for opponents of all skill levels to exploit, but it is not able to exploit opponents. Opponent modeling strategies on the other hand provide the ability to exploit weak players, but have the disadvantage of being exploitable to strong players. We examine the effects of combining an approximate Nash equilibrium strategy with an opponent based strategy. We present a statistical exploitation module that is capable of adding opponent based exploitation to any base strategy for playing No Limit Texas Hold'em. This module is built to recognize statistical anomalies in the opponent's play and capitalize on them through the use of expert designed statistical exploitations. Expert designed statistical exploitations ensure that the addition of the module does not increase the exploitability of the base strategy. The merging of an approximate Nash equilibrium strategy with the statistical exploitation module has shown promising results in our initial experiments against a range of static opponents with varying exploitabilities. It could lead to a champion level player once the module is improved to deal with dynamic opponents.
近似纳什均衡策略对于所有技术水平的对手来说都很难利用,但它不能利用对手。另一方面,对手建模策略提供了利用弱玩家的能力,但也有被强玩家利用的缺点。我们研究了将近似纳什均衡策略与基于对手的策略相结合的效果。我们提出了一个统计开发模块,能够将基于对手的开发添加到玩无限制德州扑克的任何基本策略中。该模块旨在识别对手比赛中的统计异常,并通过使用专家设计的统计利用来利用这些异常。专家设计的统计开发确保了模块的增加不会增加基本策略的可利用性。在我们针对一系列具有不同可利用性的静态对手的初步实验中,将近似纳什均衡策略与统计利用模块合并显示出有希望的结果。一旦该模块得到改进,能够应对动态对手,就有可能成为冠军级别的玩家。
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引用次数: 2
Archetypical motion: Supervised game behavior learning with Archetypal Analysis 原型运动:基于原型分析的监督游戏行为学习
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633609
R. Sifa, C. Bauckhage
The problem of creating believable game AI poses numerous challenges for computational intelligence research. A particular challenge consists in creating human-like behaving game bots by means of applying machine learning to game-play data recorded by human players. In this paper, we propose a novel, biologically inspired approach to behavior learning for video games. Our model is based on the idea of movement primitives and we use Archetypal Analysis to determine elementary movements from data in order to represent any player action in terms of convex combinations of archetypal motions. Given these representations, we use supervised learning in order to create a system that is able to synthesize appropriate motion behavior during a game. We apply our model to teach a first person shooter game bot how to navigate in a game environment. Our results indicate that the model is able to simulate human-like behavior at lower computational costs than previous approaches.
创造可信的游戏AI给计算智能研究带来了许多挑战。一个特殊的挑战在于通过将机器学习应用于人类玩家记录的游戏数据来创造类似人类行为的游戏机器人。在本文中,我们提出了一种新颖的、受生物学启发的电子游戏行为学习方法。我们的模型基于运动原语的理念,我们使用原型分析从数据中确定基本运动,以便根据原型运动的凸组合来表示任何玩家动作。考虑到这些表征,我们使用监督学习来创建一个能够在游戏中合成适当运动行为的系统。我们运用我们的模型教第一人称射击游戏机器人如何在游戏环境中导航。我们的结果表明,该模型能够以比以前的方法更低的计算成本模拟类似人类的行为。
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引用次数: 20
期刊
2013 IEEE Conference on Computational Inteligence in Games (CIG)
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