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2009 IEEE Symposium on Computational Intelligence and Games最新文献

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Player modeling using self-organization in Tomb Raider: Underworld 《古墓丽影:地下世界》中使用自组织的玩家建模
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286500
Anders Drachen, Alessandro Canossa, Georgios N. Yannakakis
We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design. Subsequently, player models can assist the tailoring of game mechanics in real-time for the needs of the player type identified.
我们针对大型商业游戏《古墓丽影:地下世界》(Tomb Raider: Underworld,简称TRU)的玩家模型进行了研究。紧急自组织地图是根据完成TRU游戏的1365名玩家的高级游戏行为数据进行训练的。所使用的无监督学习方法揭示了在游戏背景下分析的四种类型的玩家。该方法在一定程度上自动化了游戏行业所遵循的传统用户和玩法测试程序,因为它可以详细地告知游戏开发者,玩家是否按照游戏设计的意图玩游戏。随后,玩家模型可以帮助我们根据玩家类型的需求实时调整游戏机制。
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引用次数: 297
Evolving coordinated spatial tactics for autonomous entities using influence maps 使用影响地图的自治实体发展协调空间策略
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286457
P. Avery, S. Louis, B. Avery
We evolve tactical control for entity groups in a naval real-time strategy game. Since tactical maneuvering involves spatial reasoning, our evolutionary algorithm evolves a set of influence maps that help specify an entity's spatial objectives. The entity then uses the A* route finding algorithm to generate waypoints according to the influence map, and follows them to achieve spatial objectives. Using this representation, our evolutionary algorithm quickly evolves increasingly better capture-the-flag tactics on three increasingly difficult maps. These preliminary results indicate (1) the usefulness of our particular influence map encoding for representing spatially resolved tactics and (2) the potential for using co-evolution to generate increasingly complex and competent tactics in our game. More generally, this work represents another step in our ongoing effort to investigate the co-evolution of competent game players in a real-time, continuous, environment that does not assume complete knowledge of the game state.
我们在一款海军实时战略游戏中进化了实体群体的战术控制。由于战术机动涉及空间推理,我们的进化算法进化出一组影响图,帮助指定实体的空间目标。然后,实体使用A*寻路算法根据影响图生成路点,并遵循它们来实现空间目标。使用这种表示,我们的进化算法在三张难度越来越大的地图上迅速进化出越来越好的夺旗战术。这些初步结果表明:(1)我们的特殊影响地图编码对于表示空间分解战术的有用性;(2)在我们的游戏中使用协同进化来生成越来越复杂和有效的战术的潜力。更一般地说,这项工作代表了我们在实时、连续、不假设完全了解游戏状态的环境中研究有能力的游戏玩家的共同进化的又一步。
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引用次数: 33
Towards conscious-like behavior in computer game characters 在电脑游戏角色中有意识的行为
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286473
R. Moreno, Agapito Ledezma, A. Sanchis
The main sources of inspiration for the design of more engaging synthetic characters are existing psychological models of human cognition. Usually, these models, and the associated Artificial Intelligence (AI) techniques, are based on partial aspects of the real complex systems involved in the generation of human-like behavior. Emotions, planning, learning, user modeling, set shifting, and attention mechanisms are some remarkable examples of features typically considered in isolation within classical AI control models. Artificial cognitive architectures aim at integrating many of these aspects together into effective control systems. However, the design of this sort of architectures is not straightforward. In this paper, we argue that current research efforts in the young field of Machine Consciousness (MC) could contribute to tackle complexity and provide a useful framework for the design of more appealing synthetic characters. This hypothesis is illustrated with the application of a novel consciousness-based cognitive architecture to the development of a First Person Shooter video game character.
设计更具吸引力的合成角色的主要灵感来源是现有的人类认知心理模型。通常,这些模型以及相关的人工智能(AI)技术都是基于真实复杂系统的部分方面,这些系统涉及到类人行为的产生。情感、计划、学习、用户建模、集合转移和注意力机制是经典AI控制模型中孤立考虑的一些显著特征。人工认知架构旨在将这些方面整合到有效的控制系统中。然而,这种架构的设计并不是直截了当的。在本文中,我们认为当前在机器意识(MC)这一年轻领域的研究工作可以有助于解决复杂性问题,并为设计更吸引人的合成字符提供有用的框架。这一假设可以通过将一种基于意识的全新认知架构应用于第一人称射击电子游戏角色的开发而得到证明。
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引用次数: 38
Learning a context-aware weapon selection policy for Unreal Tournament III 学习虚幻竞技场III的情境感知武器选择策略
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286461
Luca Galli, D. Loiacono, P. Lanzi
Modern computer games are becoming increasingly complex and only experienced players can fully master the game controls. Accordingly, many commercial games now provide aids to simplify the player interaction. These aids are based on simple heuristics rules and cannot adapt neither to the current game situation nor to the player game style. In this paper, we suggest that supervised methods can be applied effectively to improve the quality of such game aids. In particular, we focus on the problem of developing an automatic weapon selection aid for Unreal Tournament III, a recent and very popular first person shooter (FPS). We propose a framework to (i) collect a dataset from game sessions, (ii) learn a policy to automatically select the weapon, and (iii) deploy the learned models in the game to replace the default weaponswitching aid provided in the game distribution. Our approach allows the development of weapon-switching policies that are aware of the current game context and can also imitate a particular game style.
现代电脑游戏正变得越来越复杂,只有有经验的玩家才能完全掌握游戏的控制。因此,现在许多商业游戏都提供了简化玩家互动的辅助工具。这些辅助工具基于简单的启发式规则,既不能适应当前的游戏情境,也不能适应玩家的游戏风格。在本文中,我们建议可以有效地应用监督方法来提高此类游戏辅助工具的质量。我们特别关注为《虚幻竞技场3》(Unreal Tournament III)开发自动武器选择辅助系统的问题,这是一款最近非常受欢迎的第一人称射击游戏。我们提出了一个框架来(i)从游戏会话中收集数据集,(ii)学习自动选择武器的策略,以及(iii)在游戏中部署学习到的模型,以取代游戏分发中提供的默认武器切换帮助。我们的方法允许开发武器切换策略,这些策略可以意识到当前的游戏环境,也可以模仿特定的游戏风格。
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引用次数: 8
On the evolution of artificial Tetris players 关于人工俄罗斯方块玩家的进化
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286451
Amine M. Boumaza
In the paper, we focus the use of evolutionary algorithms to learn strategies to play the game of Tetris. We describe the problem and discuss the nature of the search space. We present experiments to illustrate the learning process of our artificial player, and provide a new procedure to speed up the learning time. The results we present compare with the best known artificial player, and show how our evolutionary algorithm is able to rediscover player strategies previously published. Finally we provide some ideas to improve the performance of artificial Tetris players.
在本文中,我们着重于使用进化算法来学习玩俄罗斯方块游戏的策略。我们描述了问题并讨论了搜索空间的性质。我们通过实验说明了人工棋手的学习过程,并提供了一种加快学习时间的新方法。我们所呈现的结果与最著名的人工玩家进行了比较,并展示了我们的进化算法如何能够重新发现之前发布的玩家策略。最后,我们提出了一些改进人工俄罗斯方块玩家性能的思路。
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引用次数: 22
Evolving multi-modal behavior in NPCs npc中不断发展的多模式行为
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286459
Jacob Schrum, R. Miikkulainen
Evolution is often successful in generating complex behaviors, but evolving agents that exhibit distinctly different modes of behavior under different circumstances (multi-modal behavior) is both difficult and time consuming. This paper presents a method for encouraging the evolution of multi-modal behavior in agents controlled by artificial neural networks: A network mutation is introduced that adds enough output nodes to the network to create a new output mode. Each output mode completely defines the behavior of the network, but only one mode is chosen at any one time, based on the output values of preference nodes. With such structure, networks are able to produce appropriate outputs for several modes of behavior simultaneously, and arbitrate between them using preference nodes. This mutation makes it easier to discover interesting multi-modal behaviors in the course of neuroevolution.
进化通常能成功地产生复杂的行为,但在不同的环境下进化出不同的行为模式(多模式行为)既困难又耗时。本文提出了一种鼓励人工神经网络控制的智能体多模态行为进化的方法:引入网络突变,向网络中添加足够的输出节点以创建新的输出模式。每一种输出模式都完全定义了网络的行为,但每次只选择一种模式,基于偏好节点的输出值。通过这种结构,网络能够同时为几种行为模式产生适当的输出,并使用偏好节点在它们之间进行仲裁。这种突变使得在神经进化过程中更容易发现有趣的多模态行为。
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引用次数: 27
Iterated Prisoner's Dilemma for species 物种的迭代囚徒困境
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286498
P. Hingston
The Iterated Prisoner's Dilemma (IPD) is widely used to study the evolution of cooperation between self-interested agents. Existing work asks how genes that code for cooperation arise and spread through a single-species population of IPD playing agents. In this paper, we focus on competition between different species of agents. Making this distinction allows us to separate and examine macroevolutionary phenomena. We illustrate with some species-level simulation experiments with agents that use well-known strategies, and with species of agents that use team strategies.
迭代囚徒困境(IPD)被广泛用于研究自利益主体之间的合作演化。现有的研究是关于合作编码基因是如何在单一物种的IPD参与者群体中产生和传播的。本文主要研究不同种类的智能体之间的竞争。这种区分使我们能够分离和研究宏观进化现象。我们用一些使用已知策略的代理和使用团队策略的代理的物种级模拟实验来说明。
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引用次数: 6
Artificial intelligence in racing games 赛车游戏中的人工智能
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286512
S. Lecchi
A key aspect in the development of computer games is the behavior of non-player characters. Each type of game poses different challenges for the development of a successful artificial intelligence. In racing games, this translates into the programming of an AI which can adapt to the driving style and to the driving capabilities of the human player so as to improve its gaming experience. In addition, in racing games, the behavior of non-player characters should be plausible, challenging throughout the game, adaptive, and it should also lead to realistic group behaviors.
电脑游戏开发的一个关键方面是非玩家角色的行为。每种类型的游戏都对开发成功的人工智能提出了不同的挑战。在赛车游戏中,这意味着AI能够适应人类玩家的驾驶风格和驾驶能力,从而改善其游戏体验。此外,在赛车游戏中,非玩家角色的行为应该是合理的,在整个游戏过程中具有挑战性,具有适应性,并且它还应该导致现实的群体行为。
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引用次数: 11
Modeling player experience in Super Mario Bros 模拟《超级马里奥兄弟》中的玩家体验
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286482
Chris Pedersen, J. Togelius, Georgios N. Yannakakis
This paper investigates the relationship between level design parameters of platform games, individual playing characteristics and player experience. The investigated design parameters relate to the placement and sizes of gaps in the level and the existence of direction changes; components of player experience include fun, frustration and challenge. A neural network model that maps between level design parameters, playing behavior characteristics and player reported emotions is trained using evolutionary preference learning and data from 480 platform game sessions. Results show that challenge and frustration can be predicted with a high accuracy (77.77% and 88.66% respectively) via a simple single-neuron model whereas model accuracy for fun (69.18%) suggests the use of more complex non-linear approximators for this emotion. The paper concludes with a discussion on how the obtained models can be utilized to automatically generate game levels which will enhance player experience.
本文探讨了平台游戏的关卡设计参数、个人游戏特征和玩家体验之间的关系。所研究的设计参数与水平间隙的位置和大小以及方向变化的存在有关;玩家体验的组成部分包括乐趣、挫败感和挑战。一个映射关卡设计参数、游戏行为特征和玩家情绪的神经网络模型是使用进化偏好学习和来自480个平台游戏会话的数据进行训练的。结果表明,通过一个简单的单神经元模型,挑战和沮丧可以以较高的准确率(分别为77.77%和88.66%)预测,而乐趣的模型准确率(69.18%)表明使用更复杂的非线性近似器来预测这种情绪。本文最后讨论了如何利用所获得的模型来自动生成游戏关卡,从而增强玩家体验。
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引用次数: 187
Measuring player experience on runtime dynamic difficulty scaling in an RTS game 在RTS游戏中基于运行时动态难度衡量玩家体验
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286494
Johan Hagelbäck, S. Johansson
Do players find it more enjoyable to win, than to play even matches? We have made a study of what a number of players expressed after playing against computer opponents of different kinds in an RTS game. There were two static computer opponents, one that was easily beaten, and one that was hard to beat, and three dynamic ones that adapted their strength to that of the player. One of these three latter ones intentionally drops its performance in the end of the game to make it easy for the player to win. Our results indicate that the players found it more enjoyable to play an even game against an opponent that adapts to the performance of the player, than playing against an opponent with static difficulty. The results also show that when the computer player that dropped its performance to let the player win was the least enjoyable opponent of them all.
玩家是否觉得获胜比比赛更有趣?我们研究了许多玩家在RTS游戏中与不同类型的电脑对手对抗后的表达。有两个静态的电脑对手,一个很容易被打败,一个很难被打败,还有三个动态的电脑对手,它们根据玩家的情况调整自己的力量。后三种游戏中有一种会在游戏结束时故意降低自己的表现,让玩家更容易获胜。我们的研究结果表明,玩家发现在一款能够适应自己表现的游戏中对抗对手比在一款具有静态难度的游戏中对抗对手更有趣。结果还显示,当电脑玩家为了让玩家获胜而放弃自己的表现时,他们是所有对手中最不愉快的。
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引用次数: 36
期刊
2009 IEEE Symposium on Computational Intelligence and Games
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