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2009 IEEE Symposium on Computational Intelligence and Games最新文献

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Evolving a fuzzy controller for a Car Racing Competition 赛车比赛模糊控制器的演化
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286467
Diego Perez Liebana, Gustavo Recio, Y. Sáez, P. I. Viñuela
Computational intelligence competitions have recently gained a lot of interest. These contests motivate and encourage researchers to participate on them, and to apply their work areas to specific games. During the last two years, one of the most popular competitions held on Computational Intelligence in Games conferences is the Car Racing Competition. This competition combines the fun of driving to win and the challenge of obtaining autonomous driving, which is known as a very difficult problem and faced by a lot of researches from different perspectives. For this competition, we have developed a controller with fuzzy rules and fuzzy sets for input and output, which were evolved using a genetic algorithm in order to optimise lap times, damage taken and out of track time. The design of this controller is explained in detail in this article, as well as the results obtained at the end of the contest.
计算智能竞赛最近引起了人们的极大兴趣。这些竞赛激励和鼓励研究人员参与其中,并将他们的工作领域应用到特定的游戏中。在过去的两年里,在游戏计算智能大会上举办的最受欢迎的比赛之一是赛车比赛。这个比赛结合了驾驶获胜的乐趣和获得自动驾驶的挑战,这是一个非常困难的问题,面临着很多不同角度的研究。为了这次比赛,我们开发了一个带有模糊规则和模糊输入输出集的控制器,使用遗传算法进行进化,以优化圈速、损坏和脱轨时间。本文对该控制器的设计进行了详细的说明,并给出了比赛最后获得的结果。
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引用次数: 42
Evaluation of a domain independent approach to natural language processing for game-like user interfaces 游戏类用户界面的自然语言处理的领域独立方法的评估
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286470
M. Mehta, A. Corradini
Many researchers that develop full software applications in the broad field of natural language processing (NLP) typically implement their single system's components from scratch. While there is nothing wrong with such a methodology from an operational perspective, it typically results in a waste of time. Furthermore, it leads to a substantial diversion of the researchers' efforts from more conceptual and theoretical aspects that could be geared towards the advancement of the state-of-the-art in the field. These main drawbacks call for an implementation approach allowing components' reusability across domains and applications. In that respect, this paper presents an evaluation of a domain independent approach to natural language understanding (NLU) that we have been implementing over the last several years. We have successfully tested and used our approach in three different natural language interfaces to game-like applications, each with its own conversational domains.
在自然语言处理(NLP)的广泛领域中,许多开发完整软件应用程序的研究人员通常从头开始实现其单一系统的组件。虽然从操作的角度来看,这种方法没有什么问题,但它通常会浪费时间。此外,它导致研究人员的努力从更多的概念和理论方面大量转移,这些方面可以面向该领域最先进的发展。这些主要缺点需要一种允许组件跨域和应用程序可重用的实现方法。在这方面,本文对我们在过去几年中一直在实现的自然语言理解(NLU)的领域独立方法进行了评估。我们已经成功地在三种不同的游戏类应用程序的自然语言界面中测试并使用了我们的方法,每种界面都有自己的会话域。
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引用次数: 4
A modular parametric architecture for the TORCS racing engine TORCS赛车发动机的模块化参数结构
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286466
E. Onieva, D. Pelta, J. Alonso, V. M. Montero, Joshué Pérez
This paper presents our approach to TORCS Car Racing Competition 2009, it is based on a complete modular architecture capable of driving automatically a car along a track with or without oppents. The architecture is composed of five simple modules being each one responsible for a basic aspect of car driving. The modules control gear shiftings, steer movements and pedals positions by using of simple functions meanwhile the allowed speed in a certain track segment is managed by a simple TSK fuzzy system.
本文介绍了我们在2009年TORCS赛车比赛中的方法,它基于一个完整的模块化架构,能够在有或没有对手的情况下自动驾驶汽车。该体系结构由五个简单的模块组成,每个模块负责汽车驾驶的一个基本方面。这些模块通过简单的函数控制换挡、转向和踏板的位置,同时通过简单的TSK模糊系统对某一轨道段的允许速度进行管理。
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引用次数: 70
Evolving driving controllers using Genetic Programming 使用遗传编程的进化驱动控制器
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286465
M. Ebner, Thorsten Tiede
Computational gaming requires the automatic generation of virtual opponents for different game levels. We have turned to artificial evolution to automatically generate such game players. In particular, we have used Genetic Programming to automatically evolve computer programs for computer gaming. With Genetic Programming, in theory, it is possible to generate any kind of program. The programs are not constrained as much as they are in other computational learning approaches, e.g. neural networks. We show how Genetic Programming improved upon a manually crafted race car driver (proportional controller). The open race car simulator TORCS was used to evaluate the virtual drivers.
计算游戏需要为不同的游戏关卡自动生成虚拟对手。我们已经转向人工进化来自动生成这样的游戏玩家。特别是,我们已经使用遗传编程来自动进化电脑游戏的电脑程序。从理论上讲,遗传编程可以生成任何类型的程序。这些程序不像在其他计算学习方法(如神经网络)中那样受到太多约束。我们展示了遗传编程如何在手工制作的赛车驾驶员(比例控制器)上得到改进。利用开放式赛车模拟器TORCS对虚拟车手进行评估。
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引用次数: 31
Fuzzy Q-learning in a nondeterministic environment: developing an intelligent Ms. Pac-Man agent 不确定性环境下的模糊q -学习:开发一个智能的吃豆人代理
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286478
L. DeLooze, Wesley R. Viner
This paper reports the results from training an intelligent agent to play the Ms. Pac-Man video game using variations of a fuzzy Q-learning algorithm. This approach allows us to address the nondeterministic aspects of the game as well as finding a successful self-learning or adaptive playing strategy. The strategy presented is a table based learning strategy, in which the intelligent agent analyzes the current situation of the game, stores various membership values for each of the several contributors to the situation (distance to closest pill, distance to closest power pill, and distance to closest ghost), and makes decisions based on these values.
本文报告了使用模糊q -学习算法的变体训练智能代理玩吃豆人女士视频游戏的结果。这种方法使我们能够解决游戏的不确定性方面,并找到一种成功的自我学习或适应性玩法策略。所呈现的策略是一种基于表格的学习策略,其中智能代理分析游戏的当前情况,为每个情况的几个参与者存储各种成员值(到最近药丸的距离,到最近能量药丸的距离,到最近幽灵的距离),并根据这些值做出决策。
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引用次数: 31
A data mining approach to strategy prediction 策略预测的数据挖掘方法
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286483
B. Weber, Michael Mateas
We present a data mining approach to opponent modeling in strategy games. Expert gameplay is learned by applying machine learning techniques to large collections of game logs. This approach enables domain independent algorithms to acquire domain knowledge and perform opponent modeling. Machine learning algorithms are applied to the task of detecting an opponent's strategy before it is executed and predicting when an opponent will perform strategic actions. Our approach involves encoding game logs as a feature vector representation, where each feature describes when a unit or building type is first produced. We compare our representation to a state lattice representation in perfect and imperfect information environments and the results show that our representation has higher predictive capabilities and is more tolerant of noise. We also discuss how to incorporate our data mining approach into a full game playing agent.
提出了一种策略博弈对手建模的数据挖掘方法。专家玩法是通过将机器学习技术应用于大量游戏日志来学习的。该方法使领域独立算法能够获取领域知识并执行对手建模。机器学习算法被应用于在对手执行策略之前检测对手的策略,并预测对手何时会执行策略行动。我们的方法包括将游戏日志编码为特征向量表示,其中每个特征描述了单元或建筑类型首次产生的时间。在完全和不完全信息环境下,我们将我们的表示与状态格表示进行了比较,结果表明我们的表示具有更高的预测能力和对噪声的容忍度。我们还讨论了如何将我们的数据挖掘方法整合到一个完整的游戏代理中。
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引用次数: 259
Evolution versus Temporal Difference Learning for learning to play Ms. Pac-Man 进化与时间差异学习学习玩《吃豆女士
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286495
P. Burrow, S. Lucas
This paper investigates various factors that affect the ability of a system to learn to play Ms. Pac-Man. For this study Ms. Pac-Man provides a game of appropriate complexity, and has the advantage that in recent years there have been many other papers published on systems that learn to play this game. The results indicate that Temporal Difference Learning (TDL) performs most reliably with a tabular function approximator, and that the reward structure chosen can have a dramatic impact on performance. When using a multi-layer perceptron as a function approximator, evolution outperforms TDL by a significant margin. Overall, the best results were obtained by evolving multi-layer perceptrons.
本文研究了影响系统学习玩《吃豆女士》能力的各种因素。在这项研究中,《吃豆人》提供了一款具有适当复杂性的游戏,其优势在于近年来已经有许多关于学习玩这款游戏的系统的论文发表。结果表明,时间差异学习(TDL)在表函数近似器下的表现最为可靠,并且所选择的奖励结构对学习效果有显著影响。当使用多层感知器作为函数逼近器时,进化的性能明显优于TDL。总体而言,进化多层感知器获得了最好的结果。
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引用次数: 37
Is human-like and well playing contradictory for Diplomacy bots? 对于外交机器人来说,像人一样和玩得好是矛盾的吗?
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286472
M. Kemmerling, Niels Ackermann, N. Beume, M. Preuss, Sebastian Uellenbeck, Wolfgang Walz
This paper presents a non-player character (NPC, bot) for the strategy game Diplomacy. The bot is able to communicate with other players and thus shows a human-like behavior. We investigate how far the playing abilities can be improved without corrupting the human-like behavior. Is there a trade-off at all or do these skills complement one another? Different versions of the bot are tested against other bots and humans which requires means to automatically measure believability. We derive such a measure after a general approach and apply it for monitoring the believability criterion while improving the playing strength of our bot.
本文介绍了策略游戏《Diplomacy》中的非玩家角色(NPC, bot)。机器人能够与其他玩家交流,从而表现出类似人类的行为。我们研究了在不破坏人类行为的情况下,游戏能力可以提高到什么程度。这些技能之间是否存在取舍关系,还是互为补充?不同版本的机器人与其他机器人和人类进行测试,这需要自动测量可信度。我们在一般方法的基础上推导出这样一个度量,并将其应用于监控可信度标准,同时提高我们的机器人的游戏强度。
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引用次数: 10
AI isn't just for players: AI-based authoring tools AI不只是面向玩家:它还是基于AI的创作工具
Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286510
Michael Mateas
Game AI research has successfully focused on improving the player experience, creating better tactical and strategic opponents, more convincing non-player characters, better path-finding approaches, and so on. However, as we create richer AI-based experiences for players, we can not forget authors. Human authors must be able to craft game experiences, creating the richness and nuances that make games compelling, while still taking advantage of the generativity and adaptability that is the hallmark of next generation game AI systems. This will require new AI-based authoring support tools. In this talk I will describe the authoring problem, and present a number of authoring support tool projects currently taking place in the Expressive Intelligence Studio at UC Santa Cruz.
游戏AI研究成功地专注于改善玩家体验,创造更好的战术和战略对手,更有说服力的非玩家角色,更好的寻路方法等等。然而,当我们为玩家创造更丰富的基于ai的体验时,我们不能忘记作者。人类作者必须能够创造游戏体验,创造出富有吸引力的丰富性和细微差别,同时还能利用下一代游戏AI系统的特点——生成性和适应性。这将需要新的基于人工智能的创作支持工具。在这次演讲中,我将描述创作问题,并介绍一些创作支持工具项目,这些项目目前正在加州大学圣克鲁斯分校的表达智能工作室进行。
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引用次数: 0
期刊
2009 IEEE Symposium on Computational Intelligence and Games
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