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2009 IEEE Symposium on Computational Intelligence and Games最新文献

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Evolving robust strategies for an abstract real-time strategy game 抽象即时策略游戏的进化稳健策略
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286453
David Keaveney, C. O'Riordan
This paper presents an analysis of evolved strategies for an abstract real-time strategy (RTS) game. The abstract RTS game used is a turn-based strategy game with properties such as parallel turns and imperfect spatial information. The automated player used to learn strategies uses a progressive refinement planning technique to plan its next immediate turn during the game. We describe two types of spatial tactical coordination which we posit are important in the game and define measures for both. A set of ten strategies evolved in a single environment are compared to a second set of ten strategies evolved across a set of environments. The robustness of all of evolved strategies are assessed when playing each other in each environment. Also, the levels of coordination present in both sets of strategies are measured and compared. We wish to show that evolving across multiple spatial environments is necessary to evolve robustness into our strategies.
本文对一个抽象即时战略(RTS)游戏的演化策略进行了分析。抽象RTS游戏是一款基于回合制的策略游戏,具有平行回合和不完全空间信息等属性。用于学习策略的自动玩家使用渐进优化计划技术来计划游戏中的下一个即时回合。我们描述了两种我们认为在游戏中很重要的空间战术协调类型,并定义了它们的衡量标准。将在单一环境中形成的一组十种策略与在一组环境中形成的另一组十种策略进行比较。所有进化策略的鲁棒性在每个环境中相互作用时进行评估。此外,还测量和比较了两套战略中存在的协调水平。我们希望表明,跨多个空间环境的进化对于将鲁棒性进化到我们的策略中是必要的。
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引用次数: 18
A game-building environment for research in collaborative design 协作设计研究的游戏构建环境
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286489
S. Tanimoto, Tyler Robison, S. Fan
Collaborative design practices are evolving rapidly today as a result of improvements in telecommunications and human-computer interfaces. We present a suite of research tools that we have built in order to evaluate a particular methodology for design based on a theory of problem solving from the field of artificial intelligence. These tools are (a) a formal specification for a class of multimedia games, (b) a game-building tool called PRIME Designer, and (c) a game engine that brings games to life. The design of these tools addresses several issues: (1) support for a common language for the design process, deriving from state-space search, (2) visual interfaces for collaboration, (3) specifications for a class of games (called PRIME games) whose affordances represent a balance between simplicity and richness, (4) educating students to work in design teams that use advanced computational services, and (5) assessing the learning and contributions of each team member. We also report on a focus group study in which four undergraduate students used the tools. Our experience suggests that users without a computing background can learn how to employ state-space trees to organize the design process, and thereby gain facilities to coordinate their individual contributions to the design of a game.
由于电信和人机界面的改进,协作设计实践正在迅速发展。我们提出了一套我们已经建立的研究工具,以评估基于人工智能领域的问题解决理论的特定设计方法。这些工具是(a)一类多媒体游戏的正式规范,(b)称为PRIME Designer的游戏构建工具,以及(c)将游戏带入生活的游戏引擎。这些工具的设计解决了几个问题:(1)支持设计过程的通用语言,源自状态空间搜索;(2)协作的可视化界面;(3)一类游戏(称为PRIME游戏)的规范,其功能体现了简单和丰富之间的平衡;(4)教育学生在使用先进计算服务的设计团队中工作;(5)评估每个团队成员的学习和贡献。我们还报告了一个焦点小组研究,其中四名本科生使用了这些工具。我们的经验表明,没有计算机背景的用户可以学习如何使用状态空间树来组织设计过程,从而获得协调他们对游戏设计的个人贡献的工具。
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引用次数: 4
Simulated car racing 模拟赛车
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286504
D. Loiacono, J. Togelius, P. Lanzi
The simulated car racing competition of CIG-2009 is the final event of the 2009 Simulated Car Racing Championship, an event joining the three competitions held at CEC-2009, GECCO-2009, and CIG-2009.
“模拟赛车大赛”是“2009模拟赛车锦标赛”的最后一项赛事,是继“CEC-2009”、“GECCO-2009”和“cigg -2009”三项赛事之后的又一项赛事。
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引用次数: 4
Realtime execution of automated plans using evolutionary robotics 使用进化机器人技术实时执行自动化计划
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286456
Thomas Thompson, J. Levine
Applying neural networks to generate robust agent controllers is now a seasoned practice, with time needed only to isolate particulars of domain and execution. However we are often constrained to local problems due to an agents inability to reason in an abstract manner. While there are suitable approaches for abstract reasoning and search, there is often the issues that arise in using offline processes in real-time situations. In this paper we explore the feasibility of creating a decentralised architecture that combines these approaches. The approach in this paper explores utilising a classical automated planner that interfaces with a library of neural network actuators through the use of a Prolog rule base. We explore the validity of solving a variety of goals with and without additional hostile entities as well as added uncertainty in the the world. The end results providing a goal-driven agent that adapts to situations and reacts accordingly.
应用神经网络生成鲁棒代理控制器现在是一种经验丰富的实践,只需要时间来隔离领域和执行的细节。然而,由于代理无法以抽象的方式进行推理,我们经常被限制在局部问题上。虽然有适合抽象推理和搜索的方法,但在实时情况下使用脱机过程时经常会出现问题。在本文中,我们探讨了创建一个结合这些方法的去中心化架构的可行性。本文中的方法探索利用经典的自动化规划器,该规划器通过使用Prolog规则库与神经网络执行器库接口。我们探讨了在有或没有额外的敌对实体以及世界上增加的不确定性的情况下解决各种目标的有效性。最终的结果是提供一个目标驱动的代理,它可以适应各种情况并做出相应的反应。
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引用次数: 6
Evolutionary neural networks for Non-Player Characters in Quake III 《雷神之锤3》非玩家角色的进化神经网络
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286460
J. Westra, F. Dignum
Designing and implementing the decisions of Non-Player Characters in first person shooter games becomes more difficult as the games get more complex. For every additional feature in a level potentially all decisions have to be revisited and another check made on this new feature. This leads to an explosion of the number of cases that have to be checked, which in its turn leads to situations where combinations of features are overlooked and Non-Player Characters act strange in those particular circumstances. In this paper we show how evolutionary neural networks can be used to avoid these problems and lead to good and robust behavior.
在第一人称射击游戏中,设计和执行非玩家角色的决策变得越来越困难,因为游戏变得越来越复杂。对于关卡中的每一个附加功能,所有决定都可能被重新审视,并再次检查这个新功能。这将导致需要检查的案例数量激增,进而导致功能组合被忽视,非玩家角色在这些特殊情况下表现奇怪。在本文中,我们展示了如何使用进化神经网络来避免这些问题,并导致良好和鲁棒的行为。
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引用次数: 13
On the effects of locality in a permutation problem: The Sudoku Puzzle 论置换问题中局部性的影响:数独问题
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286491
E. López, M. O’Neill
We present an analysis of an application of Evolutionary Computation to the Sudoku Puzzle. In particular, we are interested in understanding the locality of the search operators employed, and the difficulty of the problem landscape. Treating the Sudoku puzzle as a permutation problem we analyse the locality of four permutation-based crossover operators, named One Cycle Crossover, Multi-Cycle Crossover, Partially Matched Crossover (PMX) and Uniform Swap Crossover. These were analysed using different crossover rates. Experimental evidence is found to support the hypothesis that PMX and Uniform Swap Crossover operators have better properties of locality relative to the other operators examined regardless of the crossover rates used. Fitness distance correlation, a well-known measure of hardness, is used to analyse problem difficulty and the results are consistent with the difficulty levels associated with the benchmark Sudoku puzzles analysed.
我们分析了进化计算在数独游戏中的应用。特别是,我们感兴趣的是了解所使用的搜索操作符的局部性,以及问题景观的难度。将数独问题视为置换问题,分析了四种基于置换的交叉算子的局部性,即单周期交叉算子、多周期交叉算子、部分匹配交叉算子和均匀交换交叉算子。使用不同的交叉率对这些进行了分析。实验证据支持假设,即PMX和均匀交换交叉算子相对于其他算子具有更好的局部性,而不管使用的交叉率如何。适应度距离相关性是一种众所周知的硬度测量方法,用于分析问题的难度,结果与所分析的基准数独谜题相关的难度水平一致。
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引用次数: 21
How a genetic algorithm learns to play Traveler's Dilemma by choosing dominated strategies to achieve greater payoffs 遗传算法如何通过选择劣势策略来获得更大的收益来学习旅行者困境
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286474
M. Pace
In game theory, the Traveler's Dilemma (abbreviated TD) is a non-zero-sum 1 game in which two players attempt to maximize their own payoff without deliberately willing to damage the opponent. In the classical formulation of this problem, game theory predicts that, if both players are purely rational, they will always choose the strategy corresponding to the Nash equilibrium for the game. However, when played experimentally, most human players select much higher values (usually close to $100), deviating strongly from the Nash equilibrium and obtaining, on average, much higher rewards. In this paper we analyze the behaviour of a genetic algorithm that, by repeatedly playing the game, evolves the strategy in order to maximize the payoffs. In the algorithm, the population has no a priori knowledge about the game. The fitness function rewards the individuals who obtain high payoffs at the end of each game session. We demonstrate that, when it is possible to assign to each strategy a probability measure, then the search for good strategies can be effectively translated into a problem of search in a measure space using, for example, genetic algorithms. Furthermore, the codification of the genome as a probability distribution allows the analysis of common crossover and mutation operators in the uncommon case where the genome is a probability measure.
在博弈论中,旅行者困境(简称TD)是一种非零和博弈,在这种博弈中,两名参与者试图在不故意伤害对手的情况下最大化自己的收益。在这个问题的经典表述中,博弈论预测,如果双方都是纯理性的,他们总是会选择与博弈的纳什均衡相对应的策略。然而,当进行实验时,大多数人类玩家会选择更高的价值(通常接近100美元),这大大偏离了纳什均衡,并获得了更高的奖励。在本文中,我们分析了遗传算法的行为,通过反复玩游戏,进化策略以最大化收益。在算法中,总体对游戏没有先验知识。适应度函数奖励在每个游戏回合结束时获得高收益的个体。我们证明,当可以为每个策略分配一个概率度量时,那么搜索好的策略可以有效地转化为使用例如遗传算法在度量空间中的搜索问题。此外,基因组作为概率分布的编码允许在基因组是概率度量的不常见情况下分析常见的交叉和突变操作符。
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引用次数: 11
Hierarchical controller learning in a First-Person Shooter 第一人称射击游戏中的层次控制器学习
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286463
N. V. Hoorn, J. Togelius, J. Schmidhuber
We describe the architecture of a hierarchical learning-based controller for bots in the First-Person Shooter (FPS) game Unreal Tournament 2004. The controller is inspired by the subsumption architecture commonly used in behaviourbased robotics. A behaviour selector decides which of three sub-controllers gets to control the bot at each time step. Each controller is implemented as a recurrent neural network, and trained with artificial evolution to perform respectively combat, exploration and path following. The behaviour selector is trained with a multiobjective evolutionary algorithm to achieve an effective balancing of the lower-level behaviours. We argue that FPS games provide good environments for studying the learning of complex behaviours, and that the methods proposed here can help developing interesting opponents for games.
我们描述了第一人称射击游戏《虚幻竞技场2004》中基于分层学习的机器人控制器的结构。控制器的灵感来自于基于行为的机器人中常用的包容架构。行为选择器决定三个子控制器中的哪一个在每个时间步控制机器人。每个控制器被实现为一个递归神经网络,并通过人工进化训练分别执行战斗、探索和路径跟踪。行为选择器采用多目标进化算法进行训练,以实现较低层次行为的有效平衡。我们认为,FPS游戏为研究复杂行为的学习提供了良好的环境,本文提出的方法有助于为游戏开发有趣的对手。
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引用次数: 65
Neural networks compete with expert human players in solving the Double Dummy Bridge Problem 神经网络在解决双假人桥牌问题上与人类高手竞争
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286484
J. Mańdziuk, K. Mossakowski
Artificial neural networks, trained only on sample bridge deals, without presentation of any human knowledge as well as the rules of the game, are applied to solving the Double Dummy Bridge Problem (DDBP). The problem, in its basic form, consist in estimation of the number of tricks to be taken by one pair of bridge players.
人工神经网络,只在样本桥牌上训练,没有任何人类知识和游戏规则的呈现,应用于解决双假人桥牌问题(DDBP)。这个问题的基本形式是,估计一对桥牌玩家的牌数。
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引用次数: 16
Monte Carlo search applied to card selection in Magic: The Gathering 蒙特卡罗搜索应用于万智牌的纸牌选择
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286501
C. D. Ward, P. Cowling
We present the card game Magic: The Gathering as an interesting test bed for AI research. We believe that the complexity of the game offers new challenges in areas such as search in imperfect information domains and opponent modelling. Since there are a thousands of possible cards, and many cards change the rules to some extent, to successfully build AI for Magic: The Gathering ultimately requires a rather general form of game intelligence (although we only consider a small subset of these cards in this paper). We create a range of players based on stochastic, rule-based and Monte Carlo approaches and investigate Monte Carlo search with and without the use of a sophisticated rule-based approach to generate game rollouts. We also examine the effect of increasing numbers of Monte Carlo simulations on playing strength and investigate whether Monte Carlo simulations can enable an otherwise weak player to overcome a stronger rule-based player. Overall, we show that Monte Carlo search is a promising avenue for generating a strong AI player for Magic: The Gathering.
我们将纸牌游戏《万智牌》作为AI研究的有趣测试平台。我们认为,游戏的复杂性为不完全信息域的搜索和对手建模等领域提供了新的挑战。因为有成千上万张可能的卡牌,而且许多卡牌在某种程度上改变了规则,所以要成功地为《万智牌》构建AI,最终需要一种相当普遍的游戏智能形式(尽管我们在本文中只考虑这些卡牌的一小部分)。我们基于随机、基于规则和蒙特卡罗方法创建了一系列玩家,并研究了蒙特卡罗搜索是否使用了复杂的基于规则的方法来生成游戏展示。我们还研究了越来越多的蒙特卡罗模拟对比赛强度的影响,并研究蒙特卡罗模拟是否能使一个原本较弱的球员战胜一个更强的基于规则的球员。总的来说,我们表明蒙特卡洛搜索是为《万智牌》生成强大AI玩家的一个有前途的途径。
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引用次数: 57
期刊
2009 IEEE Symposium on Computational Intelligence and Games
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