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Coevolutionary CMA-ES for Knowledge-Free Learning of Game Position Evaluation 博弈位置评估无知识学习的协同进化CMA-ES
Q2 Computer Science Pub Date : 2016-12-01 DOI: 10.1109/TCIAIG.2015.2464711
Wojciech Jaśkowski, M. Szubert
One weakness of coevolutionary algorithms observed in knowledge-free learning of strategies for adversarial games has been their poor scalability with respect to the number of parameters to learn. In this paper, we investigate to what extent this problem can be mitigated by using Covariance Matrix Adaptation Evolution Strategy, a powerful continuous optimization algorithm. In particular, we employ this algorithm in a competitive coevolutionary setup, denoting this setting as Co-CMA-ES. We apply it to learn position evaluation functions for the game of Othello and find out that, in contrast to plain (co)evolution strategies, Co-CMA-ES learns faster, finds superior game-playing strategies and scales better. Its advantages come out into the open especially for large parameter spaces of tens of hundreds of dimensions. For Othello, combining Co-CMA-ES with experimentally-tuned derandomized systematic n-tuple networks significantly improved the current state of the art. Our best strategy outperforms all the other Othello 1-ply players published to date by a large margin regardless of whether the round-robin tournament among them involves a fixed set of initial positions or the standard initial position but randomized opponents. These results show a large potential of CMA-ES-driven coevolution, which could be, presumably, exploited also in other games.
在对抗游戏的无知识策略学习中观察到的共同进化算法的一个弱点是,它们在学习参数数量方面的可扩展性很差。本文研究了协方差矩阵自适应进化策略(一种强大的连续优化算法)在多大程度上可以缓解这一问题。特别地,我们在竞争性协同进化设置中使用该算法,将此设置表示为Co-CMA-ES。我们将其应用于奥赛罗博弈的位置评价函数的学习,发现与普通(协同)进化策略相比,co - cma - es学习速度更快,找到了更优的博弈策略,并且具有更好的可扩展性。它的优点是显而易见的,特别是对于数百维的大参数空间。对于奥赛罗来说,将Co-CMA-ES与实验调谐的非随机系统n元网络相结合,显著提高了当前的技术水平。我们的最佳策略比迄今为止发布的所有其他奥赛罗1-ply玩家的表现都要好得多,无论他们之间的循环赛是包含一组固定的初始位置还是包含随机对手的标准初始位置。这些结果显示了cma - es驱动的共同进化的巨大潜力,这可能也可以在其他游戏中得到利用。
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引用次数: 7
Guest Editorial Real-Time Strategy Games 客座编辑实时策略游戏
Q2 Computer Science Pub Date : 2016-12-01 DOI: 10.1109/TCIAIG.2016.2601116
M. Buro, Santiago Ontañón, M. Preuss
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引用次数: 0
Intentionality and Conflict in The Best Laid Plans Interactive Narrative Virtual Environment 最佳计划互动叙事虚拟环境中的意向性和冲突
Q2 Computer Science Pub Date : 2016-12-01 DOI: 10.1109/TCIAIG.2015.2489159
Stephen G. Ware, R. Young
In this paper, we present The Best Laid Plans, an interactive narrative adventure game, and the planning technologies used to generate and adapt its story in real time. The game leverages computational models of intentionality and conflict when controlling the non-player characters (NPCs) to ensure they act believably and introduce challenge into the automatically generated narratives. We evaluate the game's ability to generate NPC behaviors that human players recognize as intentional and as conflicting with their plans. We demonstrate that players recognize these phenomena significantly more than in a control with no NPC actions and not significantly different from a control in which NPC actions are defined by a human author.
在本文中,我们将介绍互动叙事冒险游戏《The Best lay Plans》,以及用于实时生成和调整其故事的规划技术。在控制非玩家角色(npc)时,游戏利用了意向性和冲突的计算模型,以确保他们的行为可信,并在自动生成的叙述中引入挑战。我们评估游戏产生NPC行为的能力,这些NPC行为被人类玩家认为是故意的,并且与他们的计划相冲突。我们证明,比起没有NPC行动的控制,玩家更能识别这些现象,与由人类作者定义NPC行动的控制也没有明显区别。
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引用次数: 16
Hybrid Pathfinding in StarCraft 《星际争霸》中的混合寻径
Q2 Computer Science Pub Date : 2016-12-01 DOI: 10.1109/TCIAIG.2015.2414447
Johan Hagelbäck
Micromanagement is a very important aspect of real-time strategy (RTS) games. It involves moving single units or groups of units effectively on the battle field, targeting the most threatening enemy units and use the unit's special abilities when they are the most harmful for the enemy or the most beneficial for the player. Designing good micromanagement is a challenging task for AI bot developers. In this paper, we address the micromanagement subtask of positioning units effectively in combat situations. Two different approaches are evaluated, one based on potential fields and the other based on flocking algorithms. The results show that both the potential fields version and the flocking version clearly increases the win percentage of the bot, but the difference in wins between the two is minimal. The results also show that the more flexible potential fields technique requires much more hardware resources than the more simple flocking technique.
微管理是即时战略(RTS)游戏的一个非常重要的方面。它包括在战场上有效移动单个单位或单位群,瞄准最具威胁性的敌人单位,并在对敌人最有害或对玩家最有利时使用单位的特殊能力。设计良好的微管理对AI机器人开发者来说是一项具有挑战性的任务。在本文中,我们有效地解决了在战斗情况下定位单位的微观管理子任务。评估了两种不同的方法,一种基于势场,另一种基于群集算法。结果表明,势场版本和群集版本均明显提高了机器人的胜率,但两者之间的胜率差异很小。结果还表明,灵活的势场技术比简单的群集技术需要更多的硬件资源。
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引用次数: 18
Statistical Relational Learning for Game Theory 博弈论的统计关系学习
Q2 Computer Science Pub Date : 2016-12-01 DOI: 10.1109/TCIAIG.2015.2490279
Marco Lippi
In this paper, we motivate the use of models and algorithms from the area of Statistical Relational Learning (SRL) as a framework for the description and the analysis of games. SRL combines the powerful formalism of first-order logic with the capability of probabilistic graphical models in handling uncertainty in data and representing dependencies between random variables: for this reason, SRL models can be effectively used to represent several categories of games, including games with partial information, graphical games and stochastic games. Inference algorithms can be used to approach the opponent modeling problem, as well as to find Nash equilibria or Pareto optimal solutions. Structure learning algorithms can be applied, in order to automatically extract probabilistic logic clauses describing the strategies of an opponent with a high-level, human-interpretable formalism. Experiments conducted using Markov logic networks, one of the most used SRL frameworks, show the potential of the approach.
在本文中,我们鼓励使用统计关系学习(SRL)领域的模型和算法作为描述和分析游戏的框架。SRL将一阶逻辑的强大形式化与概率图形模型在处理数据中的不确定性和表示随机变量之间的依赖关系方面的能力相结合:因此,SRL模型可以有效地用于表示几种类型的游戏,包括具有部分信息的游戏,图形游戏和随机游戏。推理算法可用于解决对手建模问题,以及找到纳什均衡或帕累托最优解。可以应用结构学习算法,以自动提取描述对手策略的概率逻辑子句,具有高级的,人类可解释的形式主义。使用马尔可夫逻辑网络(最常用的SRL框架之一)进行的实验显示了该方法的潜力。
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引用次数: 3
Multiscale Bayesian Modeling for RTS Games: An Application to StarCraft AI RTS游戏的多尺度贝叶斯建模:在星际争霸AI中的应用
Q2 Computer Science Pub Date : 2016-12-01 DOI: 10.1109/TCIAIG.2015.2487743
Gabriel Synnaeve, P. Bessière
This paper showcases the use of Bayesian models for real-time strategy (RTS) games AI in three distinct core components: micromanagement (units control), tactics (army moves and positions), and strategy (economy, technology, production, army types). The strength of having end-to-end probabilistic models is that distributions on specific variables can be used to interconnect different models at different levels of abstraction. We applied this modeling to StarCraft, and evaluated each model independently. Along the way, we produced and released a comprehensive data set for RTS machine learning.
本文展示了贝叶斯模型在即时战略(RTS)游戏AI中的三个不同核心组件的使用:微观管理(单位控制),战术(军队移动和位置)和战略(经济,技术,生产,军队类型)。拥有端到端概率模型的优势在于,特定变量上的分布可用于连接不同抽象层次上的不同模型。我们将此模型应用于《星际争霸》,并独立评估每个模型。在此过程中,我们制作并发布了RTS机器学习的综合数据集。
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引用次数: 31
Calculating Ultrastrong and Extended Solutions for Nine Men’s Morris, Morabaraba, and Lasker Morris 计算九个男子莫里斯,Morabaraba和Lasker莫里斯的超强和扩展解
Q2 Computer Science Pub Date : 2016-09-01 DOI: 10.1109/TCIAIG.2015.2420191
G. Gévay, Gábor Danner
The strong solutions of Nine Men's Morris and its variant, Lasker Morris, are well-known results (the starting positions are draws). We reexamined both of these games, and calculated extended strong solutions for them. By this, we mean the game-theoretic values of all possible game states that could be reached from certain starting positions where the number of stones to be placed by the players is different from the standard rules. These were also calculated for a previously unsolved third variant, Morabaraba, with interesting results: most of the starting positions where the players can place an equal number of stones (including the standard starting position) are wins for the first player (as opposed to the above games, where these are usually draws). We also developed a multivalued retrograde analysis, and used it as a basis for an algorithm for solving these games ultra-strongly. This means that when our program is playing against a fallible opponent, it has a greater chance of achieving a better result than the game-theoretic value, compared to randomly selecting between “just strongly” optimal moves. Previous attempts on ultrastrong solutions used local heuristics or learning during games, but we incorporated our algorithm into the retrograde analysis.
九人莫里斯及其变体拉斯克莫里斯的强大解决方案是众所周知的结果(起跑位置是平局)。我们重新检查了这两个游戏,并为它们计算了扩展的强解。这里,我们指的是所有可能的博弈状态的博弈论值,即从玩家放置的石头数量不同于标准规则的特定起始位置可以达到的所有可能的博弈状态。我们还计算了之前未解决的第三种变体Morabaraba,并得出了有趣的结果:大多数玩家可以放置相同数量的石头的起始位置(包括标准起始位置)都是第一个玩家获胜(与上述游戏相反,这些游戏通常是平局)。我们还开发了多值逆行分析,并将其作为解决这些游戏的算法的基础。这意味着当我们的程序与一个容易犯错的对手比赛时,与随机选择“强”最优移动相比,它有更大的机会获得比博弈论值更好的结果。之前对超强解决方案的尝试使用了局部启发式或游戏期间的学习,但我们将我们的算法整合到逆行分析中。
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引用次数: 8
Optimization Using Boundary Lookup Jump Point Search 使用边界查找跳跃点搜索优化
Q2 Computer Science Pub Date : 2016-09-01 DOI: 10.1109/TCIAIG.2015.2421493
Jason M. Traish, J. Tulip, W. Moore
Cache-based path-finding algorithms lose much of their advantage in dynamic environments where fast online search algorithms are required. Jump point search (JPS) is such a fast algorithm. It works by eliminating most map nodes from evaluation during path expansion. Boundary lookup jump point search (BL-JPS) is a modification that improves the speed of JPS. BL-JPS records the positions of obstacle boundaries and uses these via direct lookup to eliminate much of the iteration involved in searching for jump points in the JPS algorithm. Two sets of experiments are presented, demonstrating the effects of BL-JPS in both static and dynamic environments. The effects of different approaches to cache rebuilding for JPS+ in dynamic environments are also evaluated. Results show that BL-JPS is generally much faster than JPS. It is slower than JPS+ in static environments, but in dynamic environments, BL-JPS outperforms JPS+ for a single search. When multiple paths are searched, the effects of cache rebuilding gradually dominate the effects of search speed, resulting in JPS+ again becoming faster. However, combining JPS+ with BL-JPS provides a very fast path-finding algorithm (BL-JPS+) that outperforms JPS+ over a range of map types and numbers of paths searched.
在需要快速在线搜索算法的动态环境中,基于缓存的寻路算法失去了很多优势。跳点搜索(JPS)就是这样一种快速算法。它的工作原理是在路径扩展期间消除大多数地图节点的评估。边界查找跳点搜索(BL-JPS)是提高JPS速度的一种改进。BL-JPS记录障碍物边界的位置,并通过直接查找来消除JPS算法中搜索跳跃点所涉及的大部分迭代。通过两组实验,验证了BL-JPS在静态和动态环境下的效果。并对动态环境下JPS+缓存重建的不同方法的效果进行了评价。结果表明,BL-JPS总体上比JPS快得多。在静态环境中,它比JPS+慢,但在动态环境中,对于单个搜索,BL-JPS优于JPS+。当搜索多条路径时,缓存重建的影响逐渐主导了搜索速度的影响,导致JPS+再次变得更快。然而,结合JPS+和BL-JPS提供了一个非常快速的寻路算法(BL-JPS+),在一系列地图类型和搜索路径数量上优于JPS+。
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引用次数: 10
The 2014 General Video Game Playing Competition 2014年通用电子游戏比赛
Q2 Computer Science Pub Date : 2016-09-01 DOI: 10.1109/TCIAIG.2015.2402393
Diego Perez Liebana, Spyridon Samothrakis, J. Togelius, T. Schaul, S. Lucas, Adrien Couëtoux, Jerry Lee, Chong-U Lim, Tommy Thompson
This paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games, some of them unknown to the participants at the time of submitting their entries. This test can be seen as an approximation of general artificial intelligence, as the amount of game-dependent heuristics needs to be severely limited. The games employed are stochastic real-time scenarios (where the time budget to provide the next action is measured in milliseconds) with different winning conditions, scoring mechanisms, sprite types, and available actions for the player. It is a responsibility of the agents to discover the mechanics of each game, the requirements to obtain a high score and the requisites to finally achieve victory. This paper describes all controllers submitted to the competition, with an in-depth description of four of them by their authors, including the winner and the runner-up entries of the contest. The paper also analyzes the performance of the different approaches submitted, and finally proposes future tracks for the competition.
本文介绍了2014年IEEE计算智能与游戏会议上举行的第一届通用电子游戏比赛的框架、规则、游戏、控制器和结果。该竞赛提出了为一般电子游戏玩法创造控制器的挑战,其中单个代理必须能够玩许多不同的游戏,其中一些游戏在提交参赛作品时对参与者来说是未知的。这个测试可以看作是一般人工智能的近似值,因为依赖游戏的启发式的数量需要受到严格限制。游戏采用的是随机实时场景(提供下一个行动的时间预算以毫秒为单位),具有不同的获胜条件、得分机制、精灵类型和玩家可用的行动。agent有责任去发现每个游戏的机制,获得高分的要求以及最终取得胜利的必要条件。本文描述了所有提交给比赛的控制器,并由其作者对其中四个控制器进行了深入的描述,包括比赛的获胜者和亚军作品。本文还分析了所提交的不同方法的性能,最后提出了竞赛的未来发展方向。
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引用次数: 193
Comparing Heterogeneous and Homogeneous Flocking Strategies for the Ghost Team in the Game of Ms. Pac-Man 比较《吃豆女士》中幽灵团队的异质和同质群集策略
Q2 Computer Science Pub Date : 2016-09-01 DOI: 10.1109/TCIAIG.2015.2425795
F. Liberatore, A. García, P. Castillo, J. J. M. Guervós
In the last year, thanks to the Ms. Pac-Man Versus Ghosts Competition, the game of Ms. Pac-Man has gained increasing attention from academics in the field of computational intelligence. In this paper, we contribute to this research stream by presenting a simple genetic algorithm with lexicographic ranking (GALR) for the optimization of flocking strategy-based ghost controllers. Flocking strategies are a paradigm for intelligent agents characterized by showing emergent behavior and for having very little computational and memory requirements, making them well suited for commercial applications and mobile devices. In particular, we study empirically the effect of optimizing homogeneous and heterogeneous teams. The computational analysis shows that the flocking strategy-based controllers generated by the proposed GALR outperform the ghost controllers included in the competition framework and some of those presented in the literature.
在过去的一年里,由于“吃豆女士vs鬼”的比赛,“吃豆女士”这款游戏得到了计算智能领域学者们越来越多的关注。在本文中,我们通过提出一种简单的字典排序遗传算法(GALR)来优化基于群集策略的幽灵控制器,从而为这一研究流做出贡献。群集策略是智能代理的一种范例,其特点是表现出紧急行为,并且具有很少的计算和内存需求,使其非常适合商业应用程序和移动设备。特别地,我们实证研究了优化同质团队和异质团队的效果。计算分析表明,本文提出的GALR生成的基于群集策略的控制器优于竞争框架中包含的幽灵控制器和一些文献中提出的控制器。
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引用次数: 4
期刊
IEEE Transactions on Computational Intelligence and AI in Games
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