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2007 IEEE Symposium on Computational Intelligence and Games最新文献

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Hybrid Evolutionary Learning Approaches for The Virus Game 病毒游戏的混合进化学习方法
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368098
M. Naveed, P. Cowling, M. A. Hossain
This paper investigates the effectiveness of hybrids of learning and evolutionary approaches to find weights and topologies for an artificial neural network (ANN) which is used to evaluate board positions for a two-person zero-sum game, the virus game. Two hybrid approaches: evolutionary RPROP (resilient backpropagation) and evolutionary BP (backpropagation) are described and empirically compared with BP, RPROP, iRPROP (improved RPROP) and evolutionary learning approaches. The results show that evolutionary RPROP and evolutionary BP have significantly better generalisation performance than their constituent learning and evolutionary methods.
本文研究了人工神经网络(ANN)的混合学习和进化方法的有效性,该方法用于评估两人零和博弈(病毒博弈)的棋盘位置。描述了进化RPROP(弹性反向传播)和进化BP(反向传播)两种混合方法,并与BP、RPROP、iRPROP(改进RPROP)和进化学习方法进行了实证比较。结果表明,进化RPROP和进化BP的泛化性能明显优于它们的组成学习和进化方法。
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引用次数: 4
Waving Real Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed-Reality Parking Game 在混合现实停车游戏中,可穿戴运动传感器向虚拟汽车和驾驶员挥动真实手势
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368076
D. Bannach, O. Amft, K. Kunze, E. A. Heinz, G. Tröster, P. Lukowicz
We envision to add context awareness and ambient intelligence to edutainment and computer gaming applications in general. This requires mixed-reality setups and ever-higher levels of immersive human-computer interaction. Here, we focus on the automatic recognition of natural human hand gestures recorded by inexpensive, wearable motion sensors. To study the feasibility of our approach, we chose an educational parking game with 3D graphics that employs motion sensors and hand gestures as its sole game controls. Our implementation prototype is based on Java-3D for the graphics display and on our own CRN Toolbox for sensor integration. It shows very promising results in practice regarding game appeal, player satisfaction, extensibility, ease of interfacing to the sensors, and - last but not least - sufficient accuracy of the real-time gesture recognition to allow for smooth game control. An initial quantitative performance evaluation confirms these notions and provides further support for our setup
我们设想在教育娱乐和电脑游戏应用中添加上下文感知和环境智能。这需要混合现实设置和更高水平的沉浸式人机交互。在这里,我们专注于自动识别自然的人类手势记录由廉价的,可穿戴的运动传感器。为了研究我们方法的可行性,我们选择了一款带有3D图像的教育停车游戏,该游戏使用运动传感器和手势作为其唯一的游戏控制。我们的实现原型是基于Java-3D的图形显示和我们自己的CRN工具箱的传感器集成。它在游戏吸引力、玩家满意度、可扩展性、与传感器接口的便利性等方面的实践中显示出非常有希望的结果,最后但并非最不重要的是,实时手势识别的足够准确性使游戏控制变得流畅。初步的定量性能评估证实了这些概念,并为我们的设置提供了进一步的支持
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引用次数: 45
Bayesian Opponent Modeling in a Simple Poker Environment 简单扑克环境中的贝叶斯对手建模
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368088
Roderick J. S. Baker, P. Cowling
In this paper, we use a simple poker game to investigate Bayesian opponent modeling. Opponents are defined in four distinctive styles, and tactics are developed which defeat each of the respective styles. By analyzing the past actions of each opponent, and comparing to action related probabilities, the most challenging opponent is identified, and the strategy employed is one that aims to counter that player. The opponent modeling player plays well against non-reactive player styles, and also performs well when compared to a player that knows the exact styles of each opponent in advance
在本文中,我们使用一个简单的扑克游戏来研究贝叶斯对手建模。对手被定义为四种不同的风格,并制定了击败每种风格的战术。通过分析每个对手过去的行动,并与行动相关的概率进行比较,我们便能够识别出最具挑战性的对手,并采用旨在对抗该玩家的策略。对手建模玩家在对抗非反应性玩家风格时表现出色,在与提前知道每个对手确切风格的玩家相比时也表现出色
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引用次数: 19
Extracting NPC behavior from computer games using computer vision and machine learning techniques 使用计算机视觉和机器学习技术从电脑游戏中提取NPC行为
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368075
A. Fink, J. Denzinger, John Aycock
We present a first application of a general approach to learn the behavior of NPCs (and other entities) in a game from observing just the graphical output of the game during game play. This allows some understanding of what a human player might be able to learn during game play. The approach uses object tracking and situation-action pairs with the nearest-neighbor rule. For the game of Pong, we were able to predict the correct behavior of the computer controlled components approximately 9 out of 10 times, even if we keep the usage of knowledge about the game (beyond observing the images) at a minimum
我们提出了一种通用方法的第一个应用,即通过观察游戏过程中的图像输出来学习游戏中npc(和其他实体)的行为。这让我们能够理解人类玩家在游戏过程中能够学到什么。该方法使用对象跟踪和基于最近邻规则的情境-动作对。在《Pong》游戏中,我们能够预测计算机控制组件的正确行为,即使我们将游戏知识的使用保持在最低限度(除了观察图像)
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引用次数: 13
EvoTanks: Co-Evolutionary Development of Game-Playing Agents EvoTanks:游戏代理的共同进化发展
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368116
Thomas Thompson, J. Levine, G. Hayes
This paper describes the EvoTanks research project, a continuing attempt to develop strong AI players for a primitive `combat' style video game using evolutionary computational methods with artificial neural networks. A small but challenging feat due to the necessity for agent's actions to rely heavily on opponent behaviour. Previous investigation has shown the agents are capable of developing high performance behaviours by evolving against scripted opponents; however these are local to the trained opponent. The focus of this paper shows results from the use of co-evolution on the same population. Results show agents no longer succumb to trappings of local maxima within the search space and are capable of converging on high fitness behaviours local to their population without the use of scripted opponents
本文描述了EvoTanks研究项目,该项目持续尝试使用人工神经网络的进化计算方法为原始“战斗”风格的电子游戏开发强大的AI玩家。这是一个小而具有挑战性的壮举,因为代理的行动必须严重依赖对手的行为。先前的调查表明,代理能够通过进化对抗脚本对手来发展高性能行为;然而,这些对训练有素的对手来说是局部的。本文的重点展示了在同一种群中使用共同进化的结果。结果表明,智能体不再屈服于搜索空间中局部最大值的陷阱,并且能够在不使用脚本对手的情况下收敛于其种群局部的高适应度行为
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引用次数: 9
Coevolving Strategies for General Game Playing 一般博弈的共同进化策略
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368115
J. Reisinger, E. Bahçeci, Igor Karpov, R. Miikkulainen
The General Game Playing Competition (Genesereth et al., 2005) poses a unique challenge for artificial intelligence. To be successful, a player must learn to play well in a limited number of example games encoded in first-order logic and then generalize its game play to previously unseen games with entirely different rules. Because good opponents are usually not available, learning algorithms must come up with plausible opponent strategies in order to benchmark performance. One approach to simultaneously learning all player strategies is coevolution. This paper presents a coevolutionary approach using neuroevolution of augmenting topologies to evolve populations of game state evaluators. This approach is tested on a sample of games from the General Game Playing Competition and shown to be effective: It allows the algorithm designer to minimize the amount of domain knowledge built into the system, which leads to more general game play and allows modeling opponent strategies efficiently. Furthermore, the general game playing domain proves to be a powerful tool for developing and testing coevolutionary methods
通用游戏竞赛(Genesereth et al., 2005)对人工智能提出了一个独特的挑战。要想取得成功,玩家必须学会在有限数量的一阶逻辑游戏中玩得很好,然后将其游戏玩法推广到以前从未见过的、规则完全不同的游戏中。因为通常没有好的对手,所以学习算法必须提出合理的对手策略,以便对性能进行基准测试。同时学习所有玩家策略的一种方法是共同进化。本文提出了一种利用增强拓扑的神经进化来进化博弈状态评估者群体的协同进化方法。这种方法在通用游戏竞赛的游戏样本上进行了测试,并证明是有效的:它允许算法设计者最小化系统中构建的领域知识的数量,从而导致更通用的游戏玩法,并允许有效地建模对手策略。此外,一般博弈域被证明是开发和测试共同进化方法的强大工具
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引用次数: 39
Computer Strategies for Solitaire Yahtzee 纸牌Yahtzee的计算机策略
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368089
James R. Glenn
Solitaire Yahtzee has been solved completely. However, the optimal strategy is not one a human could practically use, and for computer play it requires either a very large database or significant CPU time. We present some refinements to the techniques used to solve solitaire Yahtzee and give a method for analyzing other solitaire strategies and give some examples of this analysis for some non-optimal strategies, including some produced by evolutionary algorithms
单人纸牌游戏Yahtzee已经完全解决了。然而,最佳策略并不是人类可以实际使用的,对于计算机游戏来说,它要么需要非常大的数据库,要么需要大量的CPU时间。我们提出了一些用于解决纸牌Yahtzee的技术的改进,并给出了一种分析其他纸牌策略的方法,并给出了一些非最优策略的分析示例,包括一些由进化算法产生的策略
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引用次数: 12
Automatic Generation of Evaluation Features for Computer Game Players 计算机游戏玩家评价功能的自动生成
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368108
Makoto Miwa, Daisaku Yokoyama, T. Chikayama
Accuracy of evaluation functions is one of the critical factors in computer game players. Evaluation functions are usually constructed manually as a weighted linear combination of evaluation features that characterize game positions. Selecting evaluation features and tuning their weights require deep knowledge of the game and largely alleviates such efforts. In this paper, we propose a new fast and scalable method to automatically generate game position features based on game records to be used in evaluation functions. Our method treats two-class problems which is widely applicable to many types of games. Evaluation features are built as conjunctions of the simplest features representing positions. We select these features based on two measures: frequency and conditional mutual information. To evaluate the proposed method, we applied it to 200,000 Othello positions. The proposed selection method is found to be effective, showing much better results than when simple features are used. The naive Bayesian classifier using automatically generated features showed the accuracy close to 80% in win/lose classification. We also show that this generation method can be parallelized easily and can treat large scale problems by converting these selection algorithms into incremental selection algorithms
评价函数的准确性是影响电脑游戏玩家的关键因素之一。评估函数通常是手动构建的,作为描述游戏位置的评估特征的加权线性组合。选择评估功能并调整它们的权重需要深入了解游戏,这在很大程度上减轻了这种努力。在本文中,我们提出了一种新的快速和可扩展的方法来自动生成基于游戏记录的游戏位置特征,用于评估函数。我们的方法处理两类问题,广泛适用于许多类型的对策。评价特征被构建为表示位置的最简单特征的连词。我们基于两个度量来选择这些特征:频率和条件互信息。为了评估所提出的方法,我们将其应用于200,000个奥赛罗职位。结果表明,所提出的选择方法是有效的,比使用简单特征时的选择效果要好得多。使用自动生成特征的朴素贝叶斯分类器在输赢分类中准确率接近80%。我们还证明了这种生成方法可以很容易地并行化,并且可以通过将这些选择算法转换为增量选择算法来处理大规模问题
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引用次数: 2
Fuzzy Prolog as Cognitive Layer in RoboCupSoccer 模糊Prolog作为机器人足球的认知层
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368118
S. Muñoz-Hernández, W. S. Wiguna
RoboCupSoccer domain has several leagues which varies in the rule of play such as specification of players, number of players, field size, and time length. Nevertheless, each RoboCup league is a variant of a soccer league and therefore they are based on some basic rules of soccer. A layered design of agents system presented in the work of Garcia et al. (2004) shows a modular approach to build control for a team of robots participating in RoboCupSoccer E-League. Based on this design, we propose a generalized architecture offering flexibility to switch between leagues and programming language while maintaining Prolog as cognitive layer. Prolog is a very convenient tool to design strategies for soccer players using simple rules close to human reasoning. Sometimes this reasoning needs to deal with uncertainty, fuzziness or incompleteness of the information. In these cases it is useful Fuzzy Prolog (Guadarrama et al., 2004), (Munoz-Hernandez and Vaucheret, 2005), (Munoz-Hernandez and Gomez-Perez, 2005), (Munoz-Hernandez and Vaucheret, 2006). In this paper we propose to use a combination of Prolog (that is crisp) and Fuzzy Prolog to implement the cognitive layer in RoboCupSoccer, which has the advantage of incorporating as conventional logic as fuzzy logic in this layer. A prototype of a team based on this architecture has been build for RoboCup soccer simulator, and we show that this approach provides a convenient way of incorporating a team strategy in high level (human-like) manner, where technical details are encapsulated and fuzzy information is represented
RoboCupSoccer领域有几个不同的比赛规则,如球员规格,球员数量,场地大小和时间长度。然而,每个机器人世界杯联赛都是足球联赛的变体,因此它们都基于一些足球的基本规则。Garcia等人(2004)的工作中提出了agent系统的分层设计,展示了一种模块化方法来为参加RoboCupSoccer电子联赛的机器人团队构建控制。基于这种设计,我们提出了一种通用的架构,提供了在联盟和编程语言之间切换的灵活性,同时保持Prolog作为认知层。Prolog是一个非常方便的工具,可以使用接近人类推理的简单规则为足球运动员设计策略。有时这种推理需要处理信息的不确定性、模糊性或不完整性。在这些情况下,Fuzzy Prolog (Guadarrama et al., 2004)、(Munoz-Hernandez and Vaucheret, 2005)、(Munoz-Hernandez and Gomez-Perez, 2005)、(Munoz-Hernandez and Vaucheret, 2006)是有用的。在本文中,我们建议使用Prolog(即脆)和Fuzzy Prolog的组合来实现RoboCupSoccer中的认知层,其优点是在该层中结合了传统逻辑和模糊逻辑。基于这种架构的团队原型已经为RoboCup足球模拟器构建,我们表明这种方法提供了一种方便的方式,以高水平(类人)的方式合并团队策略,其中技术细节被封装,模糊信息被表示
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引用次数: 2
Co-Evolving Influence Map Tree Based Strategy Game Players 共同进化影响基于地图树的策略游戏玩家
Pub Date : 2007-04-01 DOI: 10.1109/CIG.2007.368083
C. Miles, J. Quiroz, Ryan E. Leigh, S. Louis
We investigate the use of genetic algorithms to evolve AI players for real-time strategy games. To overcome the knowledge acquisition bottleneck found in using traditional expert systems, scripts, or decision trees we evolve players through co-evolution. Our game players are implemented as resource allocation systems. Influence map trees are used to analyze the game-state and determine promising places to attack, defend, etc. These spatial objectives are chained to non-spatial objectives (train units, build buildings, gather resources) in a dependency graph. Players are encoded within the individuals of a genetic algorithm and co-evolved against each other, with results showing the production of strategies that are innovative, robust, and capable of defeating a suite of hand-coded opponents
我们研究了使用遗传算法来进化实时策略游戏中的AI玩家。为了克服在使用传统专家系统、脚本或决策树时发现的知识获取瓶颈,我们通过共同进化来进化玩家。我们的游戏玩家被执行为资源分配系统。影响地图树用于分析游戏状态,并确定有希望攻击或防御的地点等。在依赖关系图中,这些空间目标与非空间目标(训练单位、建造建筑、收集资源)联系在一起。玩家被编码在一个遗传算法的个体中,相互对抗,共同进化,结果显示策略的产生是创新的,强大的,能够击败一组手工编码的对手
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引用次数: 46
期刊
2007 IEEE Symposium on Computational Intelligence and Games
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