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

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Knowledge discovery for characterizing team success or failure in (A)RTS games 在RTS游戏中描述团队成败的知识发现
Pub Date : 2013-10-17 DOI: 10.1109/CIG.2013.6633645
Pu Yang, D. Roberts
When doing post-competition analysis in team games, it can be hard to figure out if a team members' character attribute development has been successful directly from game logs. Additionally, it can also be hard to figure out how the performance of one team member affects the performance of another. In this paper, we present a data-driven method for automatically discovering patterns in successful team members' character attribute development in team games. We first represent team members' character attribute development using time series of informative attributes. We then find the thresholds to separate fast and slow attribute growth rates using clustering and linear regression. We create a set of categorical attribute growth rates by comparing against the thresholds. If the growth rate is greater than the threshold it is categorized as fast growth rate; if the growth rate is less than the threshold it is categorized as slow growth rate. After obtaining the set of categorical attribute growth rates, we build a decision tree on the set. Finally, we characterize the patterns of team success in terms of rules which describe team members' character attribute growth rates. We present an evaluation of our methodology on three real games: DotA,1 Warcraft III,2 and Starcraft II.3 A standard machine-learning-style evaluation of the experimental results shows the discovered patterns are highly related to successful team strategies and achieve an average 86% prediction accuracy when testing on new game logs.
在团队游戏中进行赛后分析时,我们很难直接从游戏日志中判断团队成员的角色属性发展是否成功。此外,很难弄清楚一个团队成员的表现如何影响另一个团队成员的表现。本文提出了一种基于数据驱动的团队游戏中成功团队成员性格属性发展模式自动发现方法。我们首先用信息性属性的时间序列来表示团队成员性格属性的发展。然后,我们使用聚类和线性回归找到区分快速和缓慢属性增长率的阈值。通过与阈值进行比较,我们创建了一组分类属性增长率。如果增长率大于阈值,则归类为快速增长率;如果增长率低于阈值,则将其归类为低增长率。在得到分类属性增长率集合后,在该集合上构造决策树。最后,我们用描述团队成员性格属性增长率的规则来描述团队成功的模式。我们在三个真实的游戏上对我们的方法进行了评估:DotA,1魔兽争霸III,2和星际争霸II.3对实验结果的标准机器学习风格评估表明,发现的模式与成功的团队策略高度相关,并且在新游戏日志上测试时平均达到86%的预测准确率。
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引用次数: 9
Examination of graphs in Multiple Agent Genetic Networks for Iterated Prisoner's Dilemma 迭代囚徒困境的多智能体遗传网络图的检验
Pub Date : 2013-08-01 DOI: 10.1109/CIG.2013.6633635
J. A. Brown
Multiple Agent Genetic Networks (MAGnet) are spatially structured evolutionary algorithms which move both evolving agents as well as instances of a problem about a combinatorial graph. Previous work has examined their use on the Iterated Prisoner's Dilemma, a well known non-zero sum game, in order for classification of agent types based on behaviours. Only a small complete graph was examined. In this study, a larger set of graphs with thirty-two nodes are examined. The graphs examined are: a cycle graph, two Peterson graphs with differing internal rings, a hypercube in five dimensions, and the complete graph. These graphs and properties are examined for a number of canonical agents, as well as a few interesting types which involve handshaking. It was found that the MAGnet system produces a similar classification as the smaller graph when the connectivity within the graph is high. Lower graph connectivity leads to a process by which disjoint subgraphs can be formed; this is based on the method of evolution causing a subpopulation collapse in which the number of problems on a node tends to zero and the node is removed.
多智能体遗传网络(multi Agent Genetic Networks, MAGnet)是一种空间结构的进化算法,它既移动正在进化的智能体,也移动关于组合图的问题实例。之前的工作已经研究了它们在迭代囚徒困境(一个著名的非零和博弈)中的应用,以便根据行为对代理类型进行分类。只检查了一个小的完全图。在这项研究中,一个更大的32个节点的图集被检查。所检查的图是:一个循环图,两个具有不同内环的Peterson图,一个五维超立方体和完整图。这些图和属性被用于许多典型的代理,以及一些涉及握手的有趣类型。研究发现,当图内的连通性较高时,MAGnet系统产生的分类与较小的图相似。低图连通性导致形成不相交子图的过程;这是基于导致子种群崩溃的进化方法,在这种方法中,节点上的问题数量趋于零,节点被删除。
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引用次数: 4
Finding robust strategies to defeat specific opponents using case-injected coevolution 寻找强大的策略,以击败特定的对手使用案例注入的共同进化
Pub Date : 2013-08-01 DOI: 10.1109/CIG.2013.6633656
Christopher A. Ballinger, S. Louis
Finding robust solutions that are also capable of beating specific opponents presents a challenging problem. This paper investigates solving this problem by using case-injection with a coevolutionary algorithm. Specifically, we recorded winning strategies used by a human player against a coevolved strategy and then injected the player's strategies into the coevolutionary teachset. We compare the strategies produced by case-injected coevolution to strategies produced by a genetic algorithm that only evaluated against the player's strategies. In this paper, our results show that genetic algorithms do not work well against sufficiently difficult opponents. However, coevolution eventually learns to defeat these opponents by first bootstrapping strategies that work well in general, which drives the population closer to strategies that can defeat the challenging opponent. This work informs our research on finding robust real-time strategy game players that also defeat specific opponents.
找到能够击败特定对手的强大解决方案是一个具有挑战性的问题。本文研究了用协同进化算法注入实例来解决这一问题。具体来说,我们记录了人类玩家对抗共同进化策略时使用的获胜策略,然后将玩家的策略注入到共同进化教学集中。我们将案例注入共同进化产生的策略与仅针对玩家策略进行评估的遗传算法产生的策略进行比较。在本文中,我们的结果表明,遗传算法不能很好地对付足够困难的对手。然而,共同进化最终学会了通过首先引导一般有效的策略来击败这些对手,这使得种群更接近于可以击败具有挑战性的对手的策略。这项工作为我们寻找强大的即时战略游戏玩家并击败特定对手的研究提供了信息。
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引用次数: 5
Monte Carlo Tree Search with macro-actions and heuristic route planning for the Multiobjective Physical Travelling Salesman Problem 多目标物理旅行商问题的宏行为蒙特卡罗树搜索和启发式路径规划
Pub Date : 2013-08-01 DOI: 10.1109/CIG.2013.6633658
E. Powley, D. Whitehouse, P. Cowling
This paper describes our entry to the Multiobjective Physical Travelling Salesman Problem (MO-PTSP) competition at the IEEE CIG 2013 conference. MO-PTSP combines the classical Travelling Salesman Problem with the task of steering a simulated spaceship on the 2-D plane, requiring that the controller minimises the three objectives of time taken, fuel consumed and damage incurred. Our entry to the MO-PTSP competition builds upon our winning entry to the previous (single-objective) PTSP competitions. This controller consists of two key components: a pre-planning stage using a classical TSP solver with a path cost measure that takes the physics of the problem into account, and a steering controller using Monte Carlo Tree Search (MCTS) with macro-actions (repeated actions), depth limiting and a heuristic fitness function for nonterminal states. We demonstrate that by modifying the two fitness functions we can produce effective behaviour in MO-PTSP without the need for major modifications to the overall architecture. The fitness functions used by our controller have several parameters, which must be set to ensure the best performance. Given the number of parameters and the difficulty of optimising a controller to satisfy multiple objectives in a search space which is many orders of magnitude larger than that encountered in a turn-based game such as Go, we show that informed hand tuning of parameters is insufficient for this task. We present an automatic parameter tuning method using the Covariance Matrix Adaptation Evolution Strategy (CMA-ES) algorithm, which produced parameter settings that dominate our hand tuned parameters. Additionally we show that the robustness of the controller using hand tuned parameters can be improved by detecting when the controller is trapped in a poor quality local optimum and escaping by switching to an alternate fitness function.
本文描述了我们在IEEE CIG 2013会议上参加多目标物理旅行推销员问题(mo - pstp)竞赛的情况。MO-PTSP将经典的旅行推销员问题与在二维平面上驾驶模拟宇宙飞船的任务结合在一起,要求控制器最小化所花费的时间、燃料消耗和造成的损害这三个目标。我们在之前的(单目标)PTSP比赛中获胜的基础上,参加了MO-PTSP比赛。该控制器由两个关键部分组成:使用经典TSP解算器的预规划阶段,该解算器具有考虑问题物理性质的路径成本度量,以及使用蒙特卡罗树搜索(MCTS)的转向控制器,该控制器具有宏观动作(重复动作),深度限制和非终端状态的启发性适应度函数。我们证明,通过修改这两个适应度函数,我们可以在MO-PTSP中产生有效的行为,而无需对整体架构进行重大修改。控制器使用的适应度函数有几个参数,必须设置这些参数以确保最佳性能。考虑到参数的数量和优化控制器以满足搜索空间中多个目标的难度,这比在回合制游戏(如围棋)中遇到的要大很多个数量级,我们表明,手动调整参数不足以完成这项任务。我们提出了一种使用协方差矩阵自适应进化策略(CMA-ES)算法的自动参数调谐方法,该方法产生的参数设置支配着我们的手动调谐参数。此外,我们还表明,通过检测控制器何时陷入质量较差的局部最优并通过切换到备用适应度函数来逃脱,可以提高使用手动调谐参数的控制器的鲁棒性。
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引用次数: 18
MirrorBot: Using human-inspired mirroring behavior to pass a turing test MirrorBot:利用人类的镜像行为来通过图灵测试
Pub Date : 2013-08-01 DOI: 10.1109/CIG.2013.6633618
Mihai Polceanu
Believability of automated characters in virtual worlds has posed a challenge for many years. In this paper, the author discusses a novel approach of using human-inspired mirroring behavior in MirrorBot, an Unreal Tournament 2004 game bot which crossed the humanness barrier and won the 2K BotPrize 2012 competition with the score of 52.2%, a record in the five year history of this contest. A comparison with past contest entries is presented and the relevance of the mirroring behavior as a humanness improvement factor is argued. The modules that compose MirrorBot's architecture are presented along with a discussion of the advantages of this approach and proposed solutions for its drawbacks. The contribution continues with a discussion of the bot's results in humanness and judging accuracy.
多年来,虚拟世界中自动角色的可信度一直是一个挑战。在本文中,作者讨论了一种在MirrorBot中使用人类镜像行为的新方法。MirrorBot是一个2004年虚幻锦标赛的游戏机器人,它跨越了人类的障碍,以52.2%的分数赢得了2012年2K BotPrize比赛,这是该比赛五年历史上的记录。与过去的竞赛作品进行了比较,并讨论了镜像行为作为人性改进因素的相关性。本文介绍了构成MirrorBot体系结构的模块,并讨论了这种方法的优点,并针对其缺点提出了解决方案。该贡献继续讨论了机器人在人性和判断准确性方面的结果。
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引用次数: 23
Measuring interestingness of continuous game problems 测量连续游戏问题的趣味性
Pub Date : 2013-08-01 DOI: 10.1109/CIG.2013.6633641
S. A. Roberts, S. Lucas
This paper investigates the relationship between the difficulty and the interestingness of individual problem candidates from within a class of related problems, using Lunar Lander as a case study. In this class of problems, a 2D spaceship must be controlled by a simple set of macro-actions, including both linear and angular impulses, such that it fulfils a set of weighted criteria relating to landing on a jagged landscape with flat landing pads. It is demonstrated that a very simple measure based on standard deviations of improvement can be used to guide evolution to develop interesting problems in this class of problems, which in turn can be solved using evolution strategies to get a high level of improvement based on initial random performance. We examine the impact of the measure used on the evolution of the problems, and also what aspects of this problem class affect the difficulty and interestingness the most.
本文以月球着陆器为例,研究了一类相关问题中单个候选问题的难度与兴趣之间的关系。在这类问题中,一艘2D宇宙飞船必须由一组简单的宏观动作控制,包括线性和角脉冲,这样它就能满足一组加权标准,这些标准与降落在有平坦着陆垫的参差地形有关。结果表明,基于改进的标准偏差的一个非常简单的度量可以用来指导进化,从而在这类问题中发展出有趣的问题,而这些问题反过来又可以使用进化策略来解决,从而在初始随机性能的基础上获得高水平的改进。我们研究了所使用的测量方法对问题演变的影响,以及这类问题的哪些方面对难度和趣味性影响最大。
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引用次数: 4
Predicting skill from gameplay input to a first-person shooter 从第一人称射击游戏的玩法输入中预测技能
Pub Date : 2013-08-01 DOI: 10.1109/CIG.2013.6633655
David Buckley, Ke Chen, Joshua D. Knowles
One way to make video games more attractive to a wider audience is to make them adaptive to players. The preferences and skills of players can be determined in a variety of ways, but should be done as unobtrusively as possible to keep the player immersed. This paper explores how gameplay input recorded in a first-person shooter can predict a player's ability. As these features were able to model a player's skill with 76% accuracy, without the use of game-specific features, we believe their use would be transferable across similar games within the genre.
让电子游戏对更广泛用户更具吸引力的一种方法是让它们适应玩家。玩家的偏好和技能可以通过各种方式决定,但应该尽可能不引人注目,以保持玩家沉浸其中。本文探讨了第一人称射击游戏中记录的玩法输入如何预测玩家的能力。因为这些功能能够以76%的准确率模拟玩家的技能,而无需使用特定于游戏的功能,我们相信它们的使用将能够在同一类型的类似游戏中进行转移。
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引用次数: 18
Modeling player preferences in avatar customization using social network data: A case-study using virtual items in Team Fortress 2 使用社交网络数据在角色定制中建模玩家偏好:《军团要塞2》中虚拟道具的案例研究
Pub Date : 2013-08-01 DOI: 10.1109/CIG.2013.6633636
Chong-U Lim, D. Harrell
Game players express their values related to self-expression through various means such as avatar customization, gameplay styles, and interactions with other players. Multiplayer online games, now often integrated with social networks, provide social contexts in which player-to-player interactions take place, for example, through the trading of virtual items between players. Building upon a theoretical framework based in computer science and cognitive science, we present results from a novel approach to modeling and analyzing player values in terms of both preferences made in avatar customization, and patterns in social networking use. Our approach resulted in the development of the Steam-Player-Preference Analyzer (Steam-PPA) system, which (1) performs advanced data collection on publicly available social networking profile information and (2) the AIR Toolkit Status Performance Classifier (AIR-SPC), which uses machine learning techniques including clustering, natural language processing, and support vector machines (SVM) to perform inference on the data. As an initial case-study, we apply both systems to the popular, and commercially successful, multi-player first-person-shooter game Team Fortress 2 by analyzing information from player accounts on the social network Steam, together with avatar customization information generated by the player within the game. Our model uses social networking information to predict the likelihood of players customizing their profile in several ways associated with the monetary values of the players' avatar.
游戏玩家通过角色定制、玩法风格以及与其他玩家的互动等各种方式来表达与自我表达相关的价值观。多人在线游戏现在通常与社交网络相结合,提供了玩家与玩家互动的社交环境,例如,玩家之间通过交易虚拟物品。基于基于计算机科学和认知科学的理论框架,我们呈现了一种基于角色定制偏好和社交网络使用模式来建模和分析玩家价值的新方法。我们的方法导致了steam -玩家偏好分析器(Steam-PPA)系统的开发,该系统(1)对公开可用的社交网络个人资料信息进行高级数据收集,(2)AIR工具包状态性能分类器(AIR- spc),它使用机器学习技术,包括聚类,自然语言处理和支持向量机(SVM)对数据进行推理。作为最初的案例研究,我们通过分析社交网络Steam上的玩家账户信息以及玩家在游戏中生成的角色定制信息,将这两种系统应用于流行且在商业上取得成功的多人第一人称射击游戏《军团要塞2》。我们的模型使用社交网络信息来预测玩家通过与玩家角色的货币价值相关的几种方式定制他们个人资料的可能性。
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引用次数: 11
Replay-based strategy prediction and build order adaptation for StarCraft AI bots 《星际争霸》AI机器人基于重玩的策略预测和构建顺序适应
Pub Date : 2013-08-01 DOI: 10.1109/CIG.2013.6633666
Ho-Chul Cho, Kyung-Joong Kim, Sung-Bae Cho
StarCraft is a real-time strategy (RTS) game and the choice of strategy has big impact on the final results of the game. For human players, the most important thing in the game is to select the strategy in the early stage of the game. Also, it is important to recognize the opponent's strategy as quickly as possible. Because of the “fog-of-war” in the game, the player should send a scouting unit to opponent's hidden territory and the player predicts the types of strategy from the partially observed information. Usually, expert players are familiar with the relationships between two build orders and they can change the current build order if his choice is not strong to the opponent's strategy. However, players in AI competitions show quite different behaviors compared to the human leagues. For example, they usually have a pre-selected build order and rarely change their order during the game. In fact, the computer players have little interest in recognizing opponent's strategy and scouting units are used in a limited manner. The reason is that the implementation of scouting behavior and the change of build order from the scouting vision is not a trivial problem. In this paper, we propose to use replays to predict the strategy of players and make decision on the change of build orders. Experimental results on the public replay files show that the proposed method predicts opponent's strategy accurately and increases the chance of winning in the game.
《星际争霸》是一款即时战略(RTS)游戏,策略的选择对游戏的最终结果有很大的影响。对于人类玩家来说,游戏中最重要的事情是在游戏的早期阶段选择策略。同时,尽快识别对手的策略也很重要。由于游戏中的“战争迷雾”,玩家应该派遣一个侦察单位到对手的隐藏区域,玩家根据部分观察到的信息预测策略类型。通常情况下,专家级玩家熟悉两种构建顺序之间的关系,如果他的选择对对手的策略不利,他们可以改变当前的构建顺序。然而,人工智能比赛中的玩家表现出与人类比赛截然不同的行为。例如,它们通常有一个预先选择的建造顺序,在游戏过程中很少改变它们的顺序。事实上,电脑玩家对识别对手的策略几乎没有兴趣,侦察单位的使用也很有限。原因是,从侦察的角度来看,侦察行为的实现和构建顺序的改变并不是一个微不足道的问题。在本文中,我们建议使用重播来预测玩家的策略,并对建造顺序的变化做出决策。在公开重播文件上的实验结果表明,该方法能够准确预测对手的策略,提高了获胜的机会。
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引用次数: 32
Play style: Showing your age 游戏风格:显示你的年龄
Pub Date : 2013-08-01 DOI: 10.1109/CIG.2013.6633616
S. Tekofsky, P. Spronck, A. Plaat, Jaap van den Herik, J. Broersen
Age has been shown to influence our preferences, choices, and cognitive performance. We expect this influence to be visible in the play style of an individual. Player models would then benefit from incorporating age, allowing developers to offer an increasingly personalized game experience to the player. To investigate the relationship between age and play style, we set out to determine how much of the variance in a player's age can be explained by his play style. For this purpose, we used the data from a survey (`PsyOps') among 13,376 `Battlefield 3' players. Starting out with 60 play style variables, we found that 45.7% of the variance in age can be explained by 46 play style variables. Furthermore, similar percentages of variance in age are explained when the sample is divided along gaming platform: 31 play style variables explain 43.1% on PC; 30 play style variables explain 53.9% on Xbox 360; 28 play style variables explain 51.7% on Playstation 3. Our findings have a high external validity due to the large and heterogeneous nature of the sample. The strength of the relationship between age and play style is considered `large' according to Cohen's classification. Previous research indicates that the nature of the relationship between age and play style is likely to be based on life-time developments in cognitive performance, motivation, and personality. All in all, our findings merit a recommendation to incorporate age in future player models.
年龄已经被证明会影响我们的偏好、选择和认知表现。我们希望这种影响能够在玩家的游戏风格中体现出来。玩家模型将受益于年龄,允许开发者为玩家提供越来越个性化的游戏体验。为了调查年龄和游戏风格之间的关系,我们开始确定玩家的年龄差异有多少可以用他的游戏风格来解释。为此,我们使用了来自《战地3》13376名玩家的调查数据(“心理战”)。从60个游戏风格变量开始,我们发现45.7%的年龄差异可以用46个游戏风格变量来解释。此外,当样本沿着游戏平台划分时,年龄差异的百分比也很相似:在PC上,31个游戏风格变量解释了43.1%;30个游戏风格变量解释了Xbox 360上53.9%的游戏类型;28个游戏风格变量解释了Playstation 3上51.7%的游戏类型。由于样本的庞大和异质性,我们的发现具有很高的外部效度。根据Cohen的分类,年龄和游戏风格之间的关系强度被认为是“大”的。先前的研究表明,年龄和游戏风格之间关系的本质可能是基于认知表现、动机和个性的终身发展。总而言之,我们的发现值得推荐在未来的球员模型中加入年龄。
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引用次数: 17
期刊
2013 IEEE Conference on Computational Inteligence in Games (CIG)
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