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2009 IEEE Symposium on Computational Intelligence and Games最新文献

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Super mario evolution 超级马里奥进化
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286481
J. Togelius, S. Karakovskiy, J. Koutník, J. Schmidhuber
We introduce a new reinforcement learning benchmark based on the classic platform game Super Mario Bros. The benchmark has a high-dimensional input space, and achieving a good score requires sophisticated and varied strategies. However, it has tunable difficulty, and at the lowest difficulty setting decent score can be achieved using rudimentary strategies and a small fraction of the input space. To investigate the properties of the benchmark, we evolve neural network-based controllers using different network architectures and input spaces. We show that it is relatively easy to learn basic strategies capable of clearing individual levels of low difficulty, but that these controllers have problems with generalization to unseen levels and with taking larger parts of the input space into account. A number of directions worth exploring for learning betterperforming strategies are discussed.
我们基于经典平台游戏《超级马里奥兄弟》引入了一种新的强化学习基准,该基准具有高维输入空间,要获得好成绩需要复杂多样的策略。然而,它具有可调整的难度,并且在最低难度下设置体面的分数可以使用基本策略和一小部分输入空间来实现。为了研究基准的特性,我们使用不同的网络架构和输入空间来进化基于神经网络的控制器。我们表明,学习能够清除单个低难度关卡的基本策略相对容易,但这些控制器在对未知关卡的泛化以及考虑更大部分输入空间方面存在问题。讨论了一些值得探索的方向,以学习更好的执行策略。
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引用次数: 110
Formal analysis and algorithms for extracting coordinate systems of games 博弈坐标系统提取的形式化分析与算法
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286475
Wojciech Jaśkowski, K. Krawiec
A two-player game given in the normal form of payoff matrix may be alternatively viewed as a list of the outcomes of binary interactions between two sets of entities, solutions and tests. The internal structure of such interactions may be characterized by an appropriately constructed coordinate system, which spatially arranges the solutions with respect to coordinates identified with tests, while preserving their mutual relations as given by the matrix. Of particular interest are coordinate systems of minimal size that give rise to the notion of dimension of a game. Following [1], we investigate such coordinate systems and relate their features to properties of partially ordered sets (posets), mostly to poset width and poset dimension. We propose an exact algorithm for constructing a minimal correct coordinate system and prove its correctness. In the experimental part, we compare the exact algorithm to the heuristics proposed in [1] on a sample of random payoff matrices of different sizes to demonstrate that the heuristics heavily overestimates the size of the minimal coordinate system. Finally, we show how the game dimension relate to the a priori dimension of a game.
以报酬矩阵的标准形式给出的两人博弈可以被看作是两组实体、解决方案和测试之间二元相互作用的结果列表。这种相互作用的内部结构可以用一个适当构造的坐标系来表征,该坐标系根据测试确定的坐标在空间上排列解,同时保留它们的相互关系,如矩阵所示。特别有趣的是产生游戏维度概念的最小尺寸坐标系统。接下来[1],我们研究了这样的坐标系,并将它们的特征与偏序集(偏序集)的性质联系起来,主要是与偏序集宽度和偏序集维数有关。提出了一种构造最小正确坐标系的精确算法,并证明了其正确性。在实验部分,我们将精确算法与[1]中提出的启发式算法在不同大小的随机支付矩阵样本上进行了比较,以证明启发式算法严重高估了最小坐标系的大小。最后,我们将展示游戏维度与游戏的先验维度之间的关系。
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引用次数: 4
Analyzing player behavior in Pacman using feature-driven decision theoretic predictive modeling 使用功能驱动决策理论预测建模分析《吃豆人》中的玩家行为
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286479
Ben Cowley, D. Charles, Michaela M. Black, R. Hickey
We describe the results of a modeling methodology that combines the formal choice-system representation of decision theory with a human player-focused description of the behavioral features of game play in Pacman. This predictive player modeler addresses issues raised in previous work [1] and [2], to produce reliable accuracy. This paper focuses on using player-centric knowledge to reason about player behavior, utilizing a set of features which describe game-play to obtain quantitative data corresponding to qualitative behavioral concepts.
我们描述了一种建模方法的结果,该方法将决策理论的正式选择系统表示与以人类玩家为中心的《吃豆人》游戏行为特征描述相结合。这个预测性球员建模器解决了之前的工作[1]和[2]中提出的问题,以产生可靠的准确性。本文侧重于使用以玩家为中心的知识来推理玩家行为,利用一组描述游戏玩法的特征来获得与定性行为概念相对应的定量数据。
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引用次数: 15
vBattle: A new framework to simulate medium-scale battles in individual-per-individual basis vBattle:一个新的框架来模拟以个体为基础的中等规模的战斗
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286492
Luis Peña, Sascha Ossowski, J. Sánchez
Strategy games such as Warcraftor UFOfranchises or RPG games like Never Winter Nightsor Baldur Gateare successful blockbusters in video game industry. These games are based on battles simulated individual per individual. These type of games is a very interesting scenario to develop multilevel strategies or emergent behavior in multiagent systems.
《魔兽争霸》、《UFO》等战略游戏,《无冬之夜》、《博德之门》等RPG游戏都是电子游戏行业中成功的大片。这些游戏是基于模拟每个个体之间的战斗。这类游戏是在多智能体系统中开发多层次策略或突发行为的有趣场景。
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引用次数: 7
Improving control through subsumption in the EvoTanks domain 通过EvoTanks领域的包容改进控制
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286452
Thomas Thompson, Fraser Milne, A. Andrew, J. Levine
In this paper we further explore the potential of a decentralised controller architecture that places multi-layer perceptrons within a subsumption hierarchy. Previous research exploring this approach proved successful in generating agents that could solve problems while coping with new reactive stimuli. However there were many unresolved questions that we wished to explore. In this paper we explore the use of our architecture with iterative training, increased controller modularity and conflicting goals. Results provide some interesting insights into the potential this method could have to agent designers.
在本文中,我们进一步探讨了分散控制器架构的潜力,该架构将多层感知器置于包容层次结构中。先前探索这种方法的研究证明,在生成能够在应对新的反应性刺激时解决问题的智能体方面是成功的。然而,还有许多未解决的问题,我们希望探索。在本文中,我们通过迭代训练,增加控制器模块化和冲突目标来探索我们的架构的使用。结果提供了一些有趣的见解,说明这种方法对代理设计师的潜力。
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引用次数: 11
Dramaturgical Design of the Narrative in Digital Games: AI planning of conflicts in non-linear spaces of time 数字游戏叙事的戏剧设计:非线性时间空间中冲突的AI规划
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286488
K. Jantke
Dramaturgy is the design of emotional experience. For digital games that are intended to tell a story, game design includes the anticipation of the players' experiences which shall lead to excitement, fascination, thrill, perhaps to immersion and flow, but not to boredom or confusion. What players will experience takes place over time. Events that happen are linearly ordered and those that may potentially happen form a partially orderded space-the game's story space. Dramaturgical game design is the anticipation of varying experiences and their thoughtful arrangment in a partially ordered space of events which players may possibly experience when playing the game. This may be seen as planning as demonstrated in an original game design case study. The approach particularly applies to those digital games that bear the potentials of telling a story. The inductive approach to AI planning is introduced into dramaturgical design.
戏剧是情感体验的设计。对于想要讲述故事的数字游戏来说,游戏设计包含了对玩家体验的期待,这将导致兴奋、着迷、兴奋,也许会让玩家沉浸其中,但不会让他们感到无聊或困惑。随着时间的推移,玩家将体验到什么。发生的事件是线性有序的,而那些可能发生的事件形成了部分有序的空间——游戏的故事空间。戏剧游戏设计是对不同体验的预期,并将其精心安排在玩家在玩游戏时可能经历的部分有序事件空间中。这可以看作是在原始游戏设计案例研究中所展示的计划。这种方法尤其适用于那些具有讲故事潜力的数字游戏。将人工智能规划的归纳方法引入戏剧设计。
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引用次数: 10
Improving Temporal Difference game agent control using a dynamic exploration during control learning 利用控制学习中的动态探索改进时间差分博弈代理控制
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286497
L. Galway, D. Charles, Michaela M. Black
This paper investigates the use of a dynamically generated exploration rate when using a reinforcement learning-based game agent controller within a dynamic digital game environment. Temporal Difference learning has been employed for the real-time gereration of reactive game agent behaviors within a variation of classic arcade game Pac-Man. Due to the dynamic nature of the game environment initial experiments made use of static, low value for the exploration rate utilized by action selection during learning. However, further experiments were conducted which dynamically generated a value for the exploration rate prior to learning using a genetic algorithm. Results obtained have shown that an improvement in the overall performance of the game agent controller may be achieved when a dynamic exploration rate is used. In particular, if the use of the genetic algorithm is controlled by a measure of the current performance of the game agent, further gains in the overall performance of the game agent may be achieved.
本文研究了在动态数字游戏环境中使用基于强化学习的游戏代理控制器时动态生成探索率的使用。在经典街机游戏《吃豆人》的一个变体中,时间差异学习被用于实时生成反应性游戏代理行为。由于游戏环境的动态性,最初的实验使用的是静态的,在学习过程中行动选择所使用的探索率值很低。然而,进行了进一步的实验,在使用遗传算法学习之前动态生成勘探率值。结果表明,当使用动态探索速率时,游戏代理控制器的整体性能可能会得到改善。特别是,如果遗传算法的使用是由游戏代理当前性能的度量来控制的,则可以实现游戏代理整体性能的进一步提高。
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引用次数: 4
The 2K BotPrize 2K BotPrize
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286505
P. Hingston
The aim of the contest is to see if a computer game playing bot can play like a human. In the contest, bots try to convince a panel of expert judges that they are actually human players. Computers are superbly fast and accurate at playing games, but can they be programmed to be more fun to play - to play like you and me? People like to play against opponents who are like themselves - opponents with personality, who can surprise, who sometimes make mistakes, yet don't blindly make the same mistakes over and over. Can a computer be programmed to seem to have personality, fallibility and cunning?
比赛的目的是看一个玩电脑游戏的机器人能否像人类一样玩游戏。在比赛中,机器人试图让一组专家评委相信它们实际上是人类玩家。电脑在玩游戏时速度和准确性都非常快,但它们能否被编程得更有趣——像你和我一样玩?人们喜欢和和自己相似的对手比赛——有个性的对手,能给人惊喜的对手,有时会犯错误的对手,但不会盲目地一遍又一遍地犯同样的错误。电脑能被编程成具有个性、易犯错误和狡猾吗?
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引用次数: 17
Controller for TORCS created by imitation 模拟生成的TORCS控制器
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286464
Jorge Muñoz, G. Gutiérrez, A. Sanchis
This paper is an initial approach to create a controller for the game TORCS by learning how another controller or humans play the game. We used data obtained from two controllers and from one human player. The first controller is the winner of the WCCI 2008 Simulated Car Racing Competition, and the second one is a hand coded controller that performs a complete lap in all tracks. First, each kind of controller is imitated separately, then a mix of the data is used to create new controllers. The imitation is performed by means of training a feed forward neural network with the data, using the backpropagation algorithm for learning.
本文是通过学习其他控制器或人类如何玩游戏来为游戏TORCS创建控制器的初步方法。我们使用了来自两个控制器和一个人类玩家的数据。第一个控制器是WCCI 2008模拟赛车比赛的获胜者,第二个是一个手动编码的控制器,可以在所有赛道上完成一圈。首先,分别模拟每种类型的控制器,然后使用混合数据来创建新的控制器。模拟的方法是利用数据训练前馈神经网络,并使用反向传播算法进行学习。
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引用次数: 50
A simple tree search method for playing Ms. Pac-Man 一个简单的树搜索方法玩吃豆人小姐
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286469
David Robles, S. Lucas
Ms. Pac-Man is a challenging game for software agents that has been the focus of a significant amount of research. This paper describes the current state of a tree-search software agent that will be entered into the IEEE CIG 2009 screen-capture based Ms. Pac-Man software agent competition. While game-tree search is a staple technique for many games, this paper is, perhaps surprisingly, the first attempt we know of to apply it to Ms. Pac-Man. The approach we take is to expand a route-tree based on possible moves that the Ms. Pac-Man agent can take to depth 40, and evaluate which path is best using hand-coded heuristics. On a simulator of the game our agent has achieved a high score of 40,000, but only around 15,000 on the original game using a screen-capture interface. Our next steps are focussed on using an improved screen-capture system, and on using evolutionary algorithms to tune the parameters of the agent.
对于软件代理来说,《吃豆人》是一款具有挑战性的游戏,一直是大量研究的焦点。本文描述了一个树搜索软件代理的现状,该软件代理将参加IEEE CIG 2009基于屏幕捕获的吃豆人女士软件代理竞赛。虽然游戏树搜索是许多游戏的主要技术,但令人惊讶的是,这篇论文是我们所知的第一次将其应用于《吃豆人女士》的尝试。我们采用的方法是基于吃豆人代理可以采取的可能移动扩展路径树至深度40,并使用手工编码的启发式评估哪条路径是最好的。在游戏的模拟器上,我们的代理获得了40,000分的高分,但在使用屏幕捕捉界面的原始游戏中只有15,000分左右。我们下一步的重点是使用改进的屏幕捕获系统,以及使用进化算法来调整代理的参数。
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引用次数: 61
期刊
2009 IEEE Symposium on Computational Intelligence and Games
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