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HoningStone: Building Creative Combos With Honing Theory for a Digital Card Game HoningStone:基于珩磨理论创造一款数字纸牌游戏的创造性组合
Q2 Computer Science Pub Date : 2017-06-01 DOI: 10.1109/TCIAIG.2016.2536689
L. F. Góes, Alysson Ribeiro da Silva, João Saffran, Alvaro Amorim, Celso França, Tiago Zaidan, Bernardo M. P. Olímpio, L. O. Alves, Hugo Morais, Shirley Luana, Carlos Martins
In recent years, online digital games have left behind the status of entertainment sources to become also professional electronic sports. Worldwide championships offer prizes up to millions of dollars for the best competitors and/or teams among different game categories such as digital collectible card games (DCCG), multiplayer online battle arena, etc. Hearthstone, by Blizzard Entertainment, is a DCCG that has an increasing number of players up to the millions. In this game, individual players compete in one-versus-one matches in alternating turns, until a player is defeated. The greatest challenge in this game is to build a deck of cards and a strategy to combine these cards in order to be competitive against other players without a priori knowledge about their decks and strategies. This is a daunting task that requires deep knowledge of each existing card and great amount of creativity to surprise adversaries in this very adaptive environment. This paper presents a computational system, called HoningStone, that automatically generates creative card combos based on the honing theory of creativity. Our experimental results show that HoningStone can generate combos that are more creative than a greedy randomized algorithm driven by a creativity metric.
近年来,网络数字游戏已经摆脱了娱乐来源的地位,成为专业的电子竞技运动。全球锦标赛为不同游戏类别的最佳竞争者和/或团队提供高达数百万美元的奖金,如数字收集卡牌游戏(DCCG),多人在线战斗竞技场等。暴雪娱乐的《炉石传说》是一款拥有数百万玩家的DCCG游戏。在这款游戏中,个体玩家轮流进行一对一的比赛,直到其中一名玩家被击败。在这款游戏中最大的挑战便是创造一副纸牌和一种策略,并将这些纸牌结合在一起,从而与其他不了解自己的纸牌和策略的玩家进行竞争。这是一项艰巨的任务,需要深入了解每一张现有卡片,并在这个适应性很强的环境中发挥巨大的创造力,让对手大吃一惊。本文提出了一个名为HoningStone的计算系统,它可以根据创造力的珩磨理论自动生成创造性的纸牌组合。我们的实验结果表明,HoningStone可以生成比由创造力度量驱动的贪婪随机算法更具创造性的组合。
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引用次数: 17
EvoCommander: A Novel Game Based on Evolving and Switching Between Artificial Brains EvoCommander:一款基于人工大脑之间进化和切换的新颖游戏
Q2 Computer Science Pub Date : 2017-06-01 DOI: 10.1109/TCIAIG.2016.2535416
Daniel Jallov, S. Risi, J. Togelius
Neuroevolution [i.e., evolving artificial neural networks (ANNs) through evolutionary algorithms] has shown promise in evolving agents and robot controllers, which display complex behaviors and can adapt to their environments. These properties are also relevant to video games, since they can increase their longevity and replayability. However, the design of most current games precludes the use of any techniques which might yield unpredictable or even open-ended results. This paper describes the game EvoCommander, with the goal to further demonstrate the potential of neuroevolution in games. In EvoCommander the player incrementally evolves an arsenal of ANN-controlled behaviors (e.g., ranged attack, flee, etc.) for a simple robot that has to battle other player and computer controlled robots. The game introduces the novel game mechanic of “brain switching,” selecting which evolved neural network is active at any point during battle. Results from playtests indicate that brain switching is a promising new game mechanic, leading to players employing interesting different strategies when training their robots and when controlling them in battle.
神经进化[即通过进化算法进化人工神经网络]在进化智能体和机器人控制器方面显示出了前景,它们表现出复杂的行为并能够适应环境。这些特性也与电子游戏相关,因为它们可以延长游戏的寿命和可重放性。然而,目前大多数游戏的设计都排除了使用任何可能产生不可预测甚至开放式结果的技术。本文描述了EvoCommander游戏,目的是进一步展示神经进化在游戏中的潜力。在EvoCommander中,玩家为一个必须与其他玩家和计算机控制的机器人作战的简单机器人逐渐进化出一系列人工神经网络控制的行为(例如,远程攻击、逃跑等)。游戏引入了“大脑切换”这一新颖的游戏机制,可以选择哪种进化的神经网络在战斗中的任何时候都是活跃的。游戏测试的结果表明,大脑切换是一种很有前途的新游戏机制,导致玩家在训练机器人和在战斗中控制机器人时采用有趣的不同策略。
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引用次数: 16
A Pattern Mining Approach to Study Strategy Balance in RTS Games RTS游戏策略平衡研究的模式挖掘方法
Q2 Computer Science Pub Date : 2017-06-01 DOI: 10.1109/TCIAIG.2015.2511819
G. Bosc, Philip Tan, Jean-François Boulicaut, Chedy Raïssi, Mehdi Kaytoue-Uberall
Whereas purest strategic games such as Go and Chess seem timeless, the lifetime of a video game is short, influenced by popular culture, trends, boredom, and technological innovations. Even the important budget and developments allocated by editors cannot guarantee a timeless success. Instead, novelties and corrections are proposed to extend an inevitably bounded lifetime. Novelties can unexpectedly break the balance of a game, as players can discover unbalanced strategies that developers did not take into account. In the new context of electronic sports, an important challenge is to be able to detect game balance issues. In this paper, we consider real-time strategy (RTS) games and present an efficient pattern mining algorithm as a basic tool for game balance designers that enables one to search for unbalanced strategies in historical data through a knowledge discovery in databases (KDD) process. We experiment with our algorithm on StarCraft II historical data, played professionally as an electronic sport.
围棋和国际象棋等最纯粹的战略游戏似乎是永恒的,但受流行文化、潮流、无聊和技术创新的影响,电子游戏的寿命很短。即使是重要的预算和编辑分配的发展也不能保证一个永恒的成功。相反,提出了新颖性和修正性,以延长不可避免的有限寿命。新奇的东西可能会出乎意料地打破游戏的平衡,因为玩家可能会发现开发人员没有考虑到的不平衡策略。在电子竞技的新背景下,一个重要的挑战是能够检测游戏平衡问题。在本文中,我们考虑了实时策略(RTS)游戏,并提出了一种高效的模式挖掘算法,作为游戏平衡设计者的基本工具,该算法使人们能够通过数据库中的知识发现(KDD)过程在历史数据中搜索不平衡策略。我们在《星际争霸II》的历史数据上实验我们的算法,这是一项专业的电子运动。
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引用次数: 16
The ANGELINA Videogame Design System—Part II 安吉莉娜电子游戏设计系统(二
Q2 Computer Science Pub Date : 2017-06-01 DOI: 10.1109/TCIAIG.2016.2520305
Michael Cook, S. Colton, J. Gow
Procedural content generation is generally viewed as a means to an end—a tool employed by designers to overcome technical problems or achieve a particular design goal. When we move from generating single parts of games to automating the entirety of their design, however, we find ourselves facing a far wider and more interesting set of problems than mere generation. When the designer of a game is a piece of software, we face questions about what it means to be a designer, about computational creativity, and about how to assess the growth of these automated game designers and the value of their output. Answering these questions can lead to new ideas in how to generate content procedurally, and produce systems that can further the cutting edge of game design. This paper describes work done to take an automated game designer and advance it towards being a member of a creative community. We outline extensions made to the system to give it more autonomy and creative independence, in order to strengthen claims that the software is acting creatively. We describe and reflect upon the software’s participation in the games community, including entering two game development contests, and show the opportunities and difficulties of such engagement. We consider methods for evaluating automated game designers as creative entities, and underline the need for automated game design to be a major frontier in future games research.
程序性内容生成通常被视为达到目的的一种手段——设计者用来克服技术问题或实现特定设计目标的工具。然而,当我们从生成游戏的单个部分转向自动化整个设计时,我们发现自己面临着一系列比仅仅生成更广泛、更有趣的问题。当游戏的设计师是一个软件时,我们面临的问题是,作为一名设计师意味着什么,计算创造力,以及如何评估这些自动化游戏设计师的成长及其产出的价值。回答这些问题可以带来如何在程序上生成内容的新想法,并产生能够进一步提升游戏设计前沿的系统。本文描述了一位自动化游戏设计师所做的工作,并将其提升为创意社区的一员。我们概述了对系统的扩展,赋予它更多的自主权和创造性独立性,以加强软件创造性行为的说法。我们描述并反思了该软件在游戏社区的参与,包括参加两次游戏开发竞赛,并展示了这种参与的机会和困难。我们考虑了将自动化游戏设计师评估为创造性实体的方法,并强调自动化游戏设计需要成为未来游戏研究的主要前沿。
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引用次数: 40
Only-One-Victor Pattern Learning in Computer Go 计算机围棋中的唯一胜利者模式学习
Q2 Computer Science Pub Date : 2017-03-01 DOI: 10.1109/TCIAIG.2015.2504108
Jiao Wang, Chenjun Xiao, Tan Zhu, Chu-Hsuan Hsueh, Wen-Jie Tseng, I-Chen Wu
Automatically acquiring domain knowledge from professional game records, a kind of pattern learning, is an attractive and challenging issue in computer Go. This paper proposes a supervised learning method, by introducing a new generalized Bradley-Terry model, named Only-One-Victor, to learn patterns from game records. Basically, our algorithm applies the same idea with Elo rating algorithm, which considers each move in game records as a group of move patterns, and the selected move as the winner of a kind of competition among all groups on current board. However, being different from the generalized Bradley-Terry model for group competition used in Elo rating algorithm, Only-One-Victor model in our work simulates the process of making selection from a set of possible candidates by considering such process as a group of independent pairwise comparisons. We use a graph theory model to prove the correctness of Only-One-Victor model. In addition, we also apply the Minorization-Maximization (MM) to solve the optimization task. Therefore, our algorithm still enjoys many computational advantages of Elo rating algorithm, such as the scalability with high dimensional feature space. With the training set containing 115,832 moves and the same feature setting, the results of our experiments show that Only-One-Victor outperforms Elo rating, a well-known best supervised pattern learning method.
从专业棋局记录中自动获取领域知识是一种模式学习,是计算机围棋研究中一个具有吸引力和挑战性的课题。本文提出了一种监督学习方法,通过引入一种新的广义布拉德利-特里模型(Only-One-Victor)从游戏记录中学习模式。基本上,我们的算法应用了与Elo评级算法相同的思想,它将游戏记录中的每个移动视为一组移动模式,并将选择的移动作为当前棋盘上所有组之间某种竞争的获胜者。然而,与Elo评级算法中使用的群体竞争的广义Bradley-Terry模型不同,我们的Only-One-Victor模型将从一组可能的候选人中进行选择的过程看作是一组独立的两两比较。我们用图论模型证明了只有一个胜利者模型的正确性。此外,我们还应用最小化-最大化(MM)来解决优化任务。因此,我们的算法仍然具有Elo评级算法的许多计算优势,例如高维特征空间的可扩展性。在包含115,832步的训练集和相同的特征设置下,我们的实验结果表明,Only-One-Victor优于Elo评级,这是一种众所周知的最佳监督模式学习方法。
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引用次数: 1
Opponent Modeling by Expectation–Maximization and Sequence Prediction in Simplified Poker 简化扑克中基于期望-最大化和序列预测的对手建模
Q2 Computer Science Pub Date : 2017-03-01 DOI: 10.1109/TCIAIG.2015.2491611
Richard Mealing, J. Shapiro
We consider the problem of learning an effective strategy online in a hidden information game against an opponent with a changing strategy. We want to model and exploit the opponent and make three proposals to do this; first, to infer its hidden information using an expectation–maximization (EM) algorithm; second, to predict its actions using a sequence prediction method; and third, to simulate games between our agent and our opponent model in-between games against the opponent. Our approach does not require knowledge outside the rules of the game, and does not assume that the opponent’s strategy is stationary. Experiments in simplified poker games show that it increases the average payoff per game of a state-of-the-art no-regret learning algorithm.
我们考虑在一个隐藏信息游戏中在线学习有效策略的问题,该游戏针对的是策略发生变化的对手。我们想模仿和利用对手,并为此提出三个建议;首先,使用期望最大化(EM)算法推断其隐藏信息;其次,使用序列预测方法来预测其动作;第三,在与对手的比赛之间模拟我们的代理人和对手之间的比赛模型。我们的方法不需要游戏规则之外的知识,也不假设对手的策略是固定的。在简化扑克游戏中的实验表明,它提高了最先进的无遗憾学习算法的平均每场比赛的回报。
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引用次数: 18
Partition Search Revisited 重新访问分区搜索
Q2 Computer Science Pub Date : 2017-03-01 DOI: 10.1109/TCIAIG.2015.2505240
Piotr Beling
Partition search is a form of game search, proposed by Matthew L. Ginsberg in 1996, who wrote that the method “incorporates dependency analysis, allowing substantial reductions in the portion of the tree that needs to be expanded.” In this paper, some improvements of the partition search algorithm are proposed. The effectiveness of the most important extension we contribute, which we call local partition search, has been verified experimentally. The results obtained (which we present in the paper) show that using this extension, leads, in the case of bridge, to a significant reduction (almost by half) of the search tree size and calculation time. Another extension we proposed allows for more effective usage of the transposition table (using it to narrow the search window or by cutting more than one entry). Additionally, we contribute a formal proof of the correctness of all presented partition search variants. We draw conclusions from it about a possible generalization of partition search by making the definition of a partition system less restrictive. We also provide a formal definition of a partition system for the double dummy bridge.
分区搜索是博弈搜索的一种形式,由Matthew L.Ginsberg于1996年提出,他写道该方法“结合了依赖性分析,可以大幅减少树中需要扩展的部分。”本文对分区搜索算法提出了一些改进。我们贡献的最重要的扩展,我们称之为局部分区搜索,其有效性已经通过实验验证。所获得的结果(我们在论文中介绍)表明,在桥接的情况下,使用这种扩展可以显著减少搜索树的大小和计算时间(几乎减少一半)。我们提出的另一个扩展允许更有效地使用换位表(使用它来缩小搜索窗口或通过剪切多个条目)。此外,我们还提供了所有分区搜索变体正确性的形式证明。通过减少分区系统的定义限制,我们从中得出了分区搜索的一个可能推广的结论。我们还为双虚桥提供了一个分区系统的形式化定义。
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引用次数: 3
Automatic Classification of Player Complaints in Social Games 社交游戏中玩家抱怨的自动分类
Q2 Computer Science Pub Date : 2017-03-01 DOI: 10.1109/TCIAIG.2015.2490339
Koray Balci, A. A. Salah
Artificial intelligence and machine learning techniques are not only useful for creating plausible behaviors for interactive game elements, but also for the analysis of the players to provide a better gaming environment. In this paper, we propose a novel framework for automatic classification of player complaints in a social gaming platform. We use features that describe both parties of the complaint (namely, the accuser and the suspect), as well as interaction features of the game itself. The proposed classification approach, based on gradient boosting machines, is tested on the COPA Database of 100 000 unique users and 800 000 individual games. We advance the state of the art in this challenging problem.
人工智能和机器学习技术不仅有助于为互动游戏元素创造合理的行为,还有助于分析玩家以提供更好的游戏环境。在本文中,我们提出了一个在社交游戏平台中自动分类玩家投诉的新框架。我们使用描述投诉双方(即原告和嫌疑人)的功能,以及游戏本身的交互功能。基于梯度增强机的分类方法在COPA数据库的10万个独立用户和80万个独立游戏上进行了测试。我们在这个具有挑战性的问题上取得了最新进展。
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引用次数: 3
A Hyperheuristic Methodology to Generate Adaptive Strategies for Games 生成游戏自适应策略的超启发式方法
Q2 Computer Science Pub Date : 2017-03-01 DOI: 10.1109/TCIAIG.2015.2394780
Jiawei Li, G. Kendall
Hyperheuristics have been successfully applied in solving a variety of computational search problems. In this paper, we investigate a hyperheuristic methodology to generate adaptive strategies for games. Based on a set of low-level heuristics (or strategies), a hyperheuristic game player can generate strategies which adapt to both the behavior of the co-players and the game dynamics. By using a simple heuristic selection mechanism, a number of existing heuristics for specialized games can be integrated into an automated game player. As examples, we develop hyperheuristic game players for three games: iterated prisoner's dilemma, repeated Goofspiel and the competitive traveling salesmen problem. The results demonstrate that a hyperheuristic game player outperforms the low-level heuristics, when used individually in game playing and it can generate adaptive strategies even if the low-level heuristics are deterministic. This methodology provides an efficient way to develop new strategies for games based on existing strategies.
超启发式已经成功地应用于解决各种计算搜索问题。在本文中,我们研究了一种生成游戏自适应策略的超启发式方法。基于一组低级启发式(或策略),超启发式游戏玩家可以生成既适应合作玩家的行为又适应游戏动态的策略。通过使用简单的启发式选择机制,可以将许多现有的专门游戏的启发式方法集成到自动游戏机中。作为例子,我们为三个游戏开发了超启发式游戏玩家:迭代囚犯困境、重复Goofspiel和竞争性旅行推销员问题。结果表明,当在游戏中单独使用时,超启发式游戏玩家优于低级别启发式游戏玩家,并且即使低级别启发式是确定性的,它也可以生成自适应策略。这种方法为在现有策略的基础上开发新的游戏策略提供了一种有效的方法。
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引用次数: 18
Creating Affective Autonomous Characters Using Planning in Partially Observable Stochastic Domains 在部分可观测随机域中使用规划创建情感自主角色
Q2 Computer Science Pub Date : 2017-03-01 DOI: 10.1109/TCIAIG.2015.2494599
Xiangyang Huang, Shudong Zhang, Yuanyuan Shang, Wei-gong Zhang, Jie Liu
The ability to reason about and respond to their own emotional states can enhance the believability of Non-Player Characters (NPCs). In this paper, we use a Partially Observable Markov Decision Process (POMDP)-based framework to model emotion over time. A two-level appraisal model, involving quick and reactive vs. slow and deliberate appraisals, is proposed for the creation of affective autonomous characters based on POMDPs, wherein the probability of goal satisfaction is used in an appraisal and reappraisal process for emotion generation. We not only extend Probabilistic Computation Tree Logic (PCTL) for reasoning about the properties of emotional states based on POMDPs but also illustrate how four reactive (primary) emotions and nine deliberate (secondary) emotions can be derived by combining PCTL with the belief-desire theory of emotion. The results of an empirical study suggest that the proposed model can be used to create characters that appear to be more believable and more intelligent.
推理和回应自己情绪状态的能力可以增强非玩家角色(NPC)的可信度。在本文中,我们使用一个基于部分可观测马尔可夫决策过程(POMDP)的框架来对情绪随时间的变化进行建模。基于POMDP,提出了一种两级评估模型,包括快速和反应性评估与慢速和深思熟虑的评估,用于创建情感自主角色,其中目标满意度的概率用于情感生成的评估和重新评估过程。我们不仅扩展了概率计算树逻辑(PCTL)来推理基于POMDP的情绪状态的性质,而且还说明了如何将PCTL与情绪的信念-欲望理论相结合来导出四种反应性(主要)情绪和九种故意(次要)情绪。一项实证研究的结果表明,所提出的模型可以用来塑造看起来更可信、更聪明的角色。
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引用次数: 5
期刊
IEEE Transactions on Computational Intelligence and AI in Games
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