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Exploiting Evolutionary Modeling to Prevail in Iterated Prisoner’s Dilemma Tournaments 利用进化模型在迭代囚徒困境竞赛中获胜
Q2 Computer Science Pub Date : 2016-09-01 DOI: 10.1109/TCIAIG.2015.2439061
M. Gaudesi, Elio Piccolo, Giovanni Squillero, A. Tonda
The iterated prisoner's dilemma is a famous model of cooperation and conflict in game theory. Its origin can be traced back to the Cold War, and countless strategies for playing it have been proposed so far, either designed by hand or automatically generated by computers. In the 2000s, scholars started focusing on adaptive players, that is, able to classify their opponent's behavior and adopt an effective counter-strategy. The player presented in this paper, pushes such idea even further: it builds a model of the current adversary from scratch, without relying on any pre-defined archetypes, and tweaks it as the game develops using an evolutionary algorithm; at the same time, it exploits the model to lead the game into the most favorable continuation. Models are compact nondeterministic finite state machines; they are extremely efficient in predicting opponents' replies, without being completely correct by necessity. Experimental results show that such a player is able to win several one-to-one games against strong opponents taken from the literature, and that it consistently prevails in round-robin tournaments of different sizes.
迭代囚徒困境是博弈论中一个著名的合作与冲突模型。它的起源可以追溯到冷战时期,到目前为止,人们提出了无数的下棋策略,有的是手工设计的,有的是电脑自动生成的。在2000年代,学者们开始关注适应性玩家,即能够对对手的行为进行分类并采取有效的对抗策略的玩家。本文所呈现的玩家进一步推动了这一理念:它从头开始构建当前对手的模型,而不依赖于任何预先定义的原型,并随着游戏的发展使用进化算法对其进行调整;同时利用这一模式将游戏引向最有利的延续。模型是紧凑的不确定性有限状态机;它们在预测对手的回答方面非常有效,而不必完全正确。实验结果表明,这样的玩家能够在与文献中的强大对手的一对一比赛中获胜,并且在不同规模的循循赛中始终占上风。
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引用次数: 10
Petalz: Search-Based Procedural Content Generation for the Casual Gamer Petalz:面向休闲玩家的基于搜索的程序内容生成
Q2 Computer Science Pub Date : 2016-09-01 DOI: 10.1109/TCIAIG.2015.2416206
S. Risi, J. Lehman, David B. D'Ambrosio, Ryan Hall, Kenneth O. Stanley
The impact of game content on the player experience is potentially more critical in casual games than in competitive games because of the diminished role of strategic or tactical diversions. Interestingly, until now procedural content generation (PCG) has nevertheless been investigated almost exclusively in the context of competitive, skills-based gaming. This paper therefore opens a new direction for PCG by placing it at the center of an entirely casual flower-breeding game platform called Petalz. That way, the behavior of players and their reactions to different game mechanics in a casual environment driven by PCG can be investigated. In particular, players in Petalz can: 1) trade their discoveries in a global marketplace; 2) respond to an incentive system that awards diversity; and 3) generate real-world 3-D replicas of their evolved flowers. With over 1900 registered online users and 38 646 unique evolved flowers, Petalz showcases the potential for PCG to enable these kinds of casual game mechanics, thus paving the way for continued innovation with PCG in casual gaming.
在休闲游戏中,游戏内容对玩家体验的影响可能比竞争游戏更重要,因为战略或战术转移的作用较小。有趣的是,到目前为止,程序内容生成(PCG)几乎都是在竞争性、基于技能的游戏中进行研究的。因此,本文通过将PCG置于名为Petalz的休闲花卉培育游戏平台的中心,为PCG开辟了一个新方向。这样,玩家的行为以及他们在由PCG驱动的休闲环境中对不同游戏机制的反应就可以得到调查。特别是,《Petalz》的玩家可以:1)在全球市场上交易他们的发现;2)回应奖励多样性的激励机制;3)生成它们进化花朵的真实3d复制品。Petalz拥有超过1900名注册在线用户和38646种独特的进化花朵,展示了PCG在这些休闲游戏机制中的潜力,从而为PCG在休闲游戏中的持续创新铺平了道路。
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引用次数: 46
Time Management for Monte Carlo Tree Search 蒙特卡洛树搜索的时间管理
Q2 Computer Science Pub Date : 2016-09-01 DOI: 10.1109/TCIAIG.2015.2443123
Hendrik Baier, M. Winands
Monte Carlo Tree Search (MCTS) is a popular approach for tree search in a variety of games. While MCTS allows for fine-grained time control, not much has been published on time management for MCTS programs under tournament conditions. This paper first investigates the effects of various time-management strategies on playing strength in the challenging game of Go. A number of domain-independent strategies are then tested in the domains Connect-4, Breakthrough, Othello, and Catch the Lion. We consider strategies taken from the literature as well as newly proposed and improved ones. Strategies include both semi-dynamic strategies that decide about time allocation for each search before it is started, and dynamic strategies that influence the duration of each move search while it is already running. Furthermore, we analyze the effects of time management strategies on the distribution of time over the moves of an average game, allowing us to partly explain their performance. In the experiments, the domain-independent strategy STOP provides a significant improvement over the state of the art in Go, and is the most effective time management strategy tested in all five domains.
蒙特卡罗树搜索(MCTS)是一种在各种游戏中流行的树搜索方法。虽然MCTS允许细粒度的时间控制,但关于比赛条件下MCTS程序的时间管理的文章还不多。本文首先研究了不同时间管理策略对围棋棋力的影响。然后,在Connect-4、Breakthrough、Othello和Catch the Lion领域中测试了许多与领域无关的策略。我们考虑从文献中采取的策略以及新提出的和改进的策略。策略既包括半动态策略(在每次搜索开始前决定其时间分配),也包括动态策略(在每次移动搜索已经运行时影响其持续时间)。此外,我们分析了时间管理策略对平均游戏中移动时间分配的影响,使我们能够部分解释它们的表现。在实验中,与领域无关的STOP策略提供了对围棋最新状态的显著改进,并且是在所有五个领域中测试过的最有效的时间管理策略。
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引用次数: 7
Specialization of a UCT-Based General Game Playing Program to Single-Player Games 基于uct的通用游戏程序对单人游戏的专门化
Q2 Computer Science Pub Date : 2016-09-01 DOI: 10.1109/TCIAIG.2015.2391232
M. Świechowski, J. Mańdziuk, Y. Ong
General game playing (GGP) aims at designing autonomous agents capable of playing any game within a certain genre, without human intervention. GGP agents accept the rules, which are written in the logic-based game definition language (GDL) and unknown to them beforehand, at runtime. The state-of-the-art players use Monte Carlo tree search (MCTS) together with the upper confidence bounds applied to trees (UCT) method. In this paper, we discuss several enhancements to GGP players geared towards more effective playing of single-player games within the MCTS/UCT framework. The main proposed improvements include introduction of a collection of lightweight policies which can be used for guiding the MCTS and a GGP-friendly way of using transposition tables. We have tested our base player and a specialized version of it for single-player games in a series of experiments using ten single-player games of various complexity. It is clear from the results that the optimized version of the player achieves significantly better performance. Furthermore, in the same set of tests against publicly available version of CadiaPlayer, one of the strongest GGP agents, the results are also favorable to the enhanced version of our player.
通用游戏(General game playing, GGP)旨在设计能够在没有人为干预的情况下玩特定类型的任何游戏的自主代理。GGP代理在运行时接受用基于逻辑的游戏定义语言(GDL)编写的规则,并且事先不知道这些规则。最先进的球员使用蒙特卡洛树搜索(MCTS)和上置信限应用于树(UCT)方法。在本文中,我们讨论了GGP玩家在MCTS/UCT框架内更有效地玩单人游戏的几个增强功能。提出的主要改进包括引入一组可用于指导MCTS的轻量级策略,以及使用换位表的ggp友好方式。我们使用10款不同复杂度的单人游戏进行了一系列实验,测试了我们的基本玩家和专门的单人游戏版本。从结果中我们可以清楚地看到,优化后的玩家能够获得更好的表现。此外,在同一组测试中,针对公开版本的CadiaPlayer,最强的GGP代理之一,结果也有利于我们的播放器的增强版本。
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引用次数: 17
Elicitation of Strategies in Four Variants of a Round-Robin Tournament: The Case of Goofspiel 循环赛四种变体的策略引出:以Goofspiel为例
Q2 Computer Science Pub Date : 2016-09-01 DOI: 10.1109/TCIAIG.2014.2377250
M. Dror, G. Kendall, A. Rapoport
Goofspiel is a simple two-person zero-sum game for which there exist no known equilibrium strategies. To gain insight into what constitute winning strategies, we conducted a round-robin tournament in which participants were asked to provide computerized programs for playing the game with or without carryover. Each of these two variants was to be played under two quite different objective functions, namely, maximization of the cumulative number of points won across all opponents (as in Axelrod's tournament), and maximization of the probability of winning any given round. Our results show that there are, indeed, inherent differences in the results with respect to the complexity of the game and its objective function, and that winning strategies exhibit a level of sophistication, depth, and balance that are not captured by present models of adaptive learning.
Goofspiel是一个简单的两人零和博弈,不存在已知的均衡策略。为了深入了解什么是获胜策略,我们进行了一次循环赛,要求参与者提供电脑程序,以便在有结转或没有结转的情况下玩游戏。这两种变体中的每一种都是在两个完全不同的目标函数下进行的,即最大化在所有对手中赢得的累积点数(就像Axelrod的锦标赛),以及最大化赢得任何给定回合的可能性。我们的研究结果表明,就游戏的复杂性及其目标函数而言,结果确实存在固有的差异,而且获胜策略表现出一定程度的复杂性、深度和平衡性,这是目前的适应性学习模型所无法捕捉到的。
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引用次数: 1
Multistage Temporal Difference Learning for 2048-Like Games 面向2048类游戏的多阶段时间差异学习
Q2 Computer Science Pub Date : 2016-06-23 DOI: 10.1109/TCIAIG.2016.2593710
Kun-Hao Yeh, I-Chen Wu, Chu-Hsuan Hsueh, Chia-Chuan Chang, Chao-Chin Liang, Chiang Han
Szubert and Jaśkowski successfully used temporal difference (TD) learning together with n -tuple networks for playing the game 2048. However, we observed a phenomenon that the programs based on TD learning still hardly reach large tiles. In this paper, we propose multistage TD (MS-TD) learning, a kind of hierarchical reinforcement learning method, to effectively improve the performance for the rates of reaching large tiles, which are good metrics to analyze the strength of 2048 programs. Our experiments showed significant improvements over the one without using MS-TD learning. Namely, using 3-ply expectimax search, the program with MS-TD learning reached 32768-tiles with a rate of 18.31%, while the one with TD learning did not reach any. After further tuned, our 2048 program reached 32768-tiles with a rate of 31.75% in 10,000 games, and one among these games even reached a 65536-tiles, which is the first ever reaching a 65536-tiles to our knowledge. In addition, MS-TD learning method can be easily applied to other 2048-like games, such as Threes. Based on MS-TD learning, our experiments for Threes also demonstrated similar performance improvement, where the program with MS-TD learning reached 6144-tiles with a rate of 7.83%, while the one with TD learning only reached 0.45%.
Szubert和Jaśkowski成功地将时间差分(TD)学习与n元组网络一起用于玩游戏2048。然而,我们观察到一个现象,基于TD学习的程序仍然很难达到大的瓷砖。在本文中,我们提出了多级TD (MS-TD)学习,这是一种分层强化学习方法,可以有效地提高达到大块的率的性能,这是分析2048个程序强度的良好指标。我们的实验表明,与不使用MS-TD学习的实验相比,我们的实验有了显著的改进。即使用3-ply expectimax搜索,MS-TD学习的程序达到32768个tile,率为18.31%,而TD学习的程序没有达到任何tile。经过进一步的调整,我们的2048程序在1万局游戏中达到了32768块,命中率为31.75%,其中有一款游戏甚至达到了65536块,这是我们所知的第一次达到65536块。此外,MS-TD的学习方法也可以很容易地应用到其他类似2048的游戏中,比如《Threes》。在MS-TD学习的基础上,我们对Threes的实验也显示了类似的性能提升,其中MS-TD学习的程序达到了6144块,速率为7.83%,而TD学习的程序只有0.45%。
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引用次数: 21
Angry-HEX: An Artificial Player for Angry Birds Based on Declarative Knowledge Bases Angry- hex:基于陈述性知识库的《愤怒的小鸟》人工玩家
Q2 Computer Science Pub Date : 2016-06-01 DOI: 10.1109/TCIAIG.2015.2509600
Francesco Calimeri, Michael Fink, Stefano Germano, Giovambattista Ianni, Christoph Redl, Anton Wimmer
This paper presents the Angry-HEX artificial intelligent agent that participated in the 2013 and 2014 Angry Birds Artificial Intelligence Competitions. The agent has been developed in the context of a joint project between the University of Calabria (UniCal) and the Vienna University of Technology (TU Vienna). The specific issues that arise when introducing artificial intelligence in a physics-based game are dealt with a combination of traditional imperative programming and declarative programming, used for modeling discrete knowledge about the game and the current situation. In particular, we make use of HEX programs, which are an extension of answer set programming (ASP) programs toward integration of external computation sources, such as 2-D physics simulation tools.
本文介绍了参加2013年和2014年愤怒的小鸟人工智能比赛的Angry- hex人工智能代理。该代理是在卡拉布里亚大学(UniCal)和维也纳技术大学(TU维也纳)的联合项目范围内开发的。在基于物理的游戏中引入人工智能时出现的具体问题是结合传统的命令式编程和声明式编程来处理,用于建模关于游戏和当前情况的离散知识。特别地,我们使用HEX程序,它是答案集编程(ASP)程序的扩展,用于集成外部计算源,如二维物理模拟工具。
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引用次数: 36
Akbaba—An Agent for the Angry Birds AI Challenge Based on Search and Simulation akbaba——基于搜索和模拟的《愤怒的小鸟》AI挑战代理
Q2 Computer Science Pub Date : 2016-06-01 DOI: 10.1109/TCIAIG.2015.2478703
S. Schiffer, Maxim Jourenko, G. Lakemeyer
In this paper, we report on our entry for the AI Birds competition, where we designed, implemented, and evaluated an agent for the physics puzzle computer game Angry Birds. Our agent uses search and simulation to find appropriate parameters for launching birds. While there are other methods that focus on qualitative reasoning about physical systems we try to combine simulation and adjustable abstractions to efficiently traverse the possibly infinite search space. The agent features a hierarchical search scheme where different levels of abstractions are used. At any level, it uses simulation to rate subspaces that should be further explored in more detail on the next levels. We evaluate single components of our agent and we also compare the overall performance of different versions of our agent. We show that our approach yields a competitive solution on the standard set of levels.
在本文中,我们报告了我们参加AI Birds竞赛的情况,我们为物理益智电脑游戏《愤怒的小鸟》设计、执行并评估了一个代理。我们的代理使用搜索和模拟来找到合适的发射鸟类的参数。虽然有其他方法专注于物理系统的定性推理,但我们尝试将模拟和可调整的抽象相结合,以有效地遍历可能无限的搜索空间。该代理具有分层搜索方案,其中使用了不同级别的抽象。在任何关卡中,它都使用模拟来评估子空间,这些子空间应该在下一关卡中进行更详细的探索。我们评估代理的单个组件,并比较代理不同版本的整体性能。我们表明,我们的方法在标准的水平集上产生了一个有竞争力的解决方案。
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引用次数: 8
Guest Editorial: Physics-Based Simulation Games 嘉宾评论:基于物理的模拟游戏
Q2 Computer Science Pub Date : 2016-06-01 DOI: 10.1109/TCIAIG.2016.2571560
Jochen Renz, R. Miikkulainen, Nathan R Sturtevant, M. Winands
The nine papers in this special section focus on the development of physics-based simulation video games (PBSG). The focus is on artificial intelligence for specific PBSGs competitions such as Angry Birds and computational pool, as well as on further developments of physics simulators in order to launch the next generation of PBSGs.
本专题的九篇论文聚焦于基于物理的模拟电子游戏(PBSG)的开发。重点是针对特定PBSGs比赛(如愤怒的小鸟和计算池)的人工智能,以及为推出下一代PBSGs而进一步开发的物理模拟器。
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引用次数: 6
A Straight Approach to Planning for 14.1 Billiards 14.1台球的直接规划方法
Q2 Computer Science Pub Date : 2016-06-01 DOI: 10.1109/TCIAIG.2015.2462335
J. Landry, J. Dussault, É. Beaudry
In this work, we take a closer look at the difficulties inherent to the creation of AI for the game of Straight Billiards (14.1 continuous). We begin by establishing the key components that make this variant of billiards interesting in regard to past work on the game of Eight-Ball. We then address each of these components by decomposing the problem into two aspects: optimal control and planning. A new model for the optimal control of the cue ball to break clusters in between games is presented, as well as a model for the execution of defensive shots. We follow with a short discussion on the importance of planning carefully when only a few balls remain on the table and propose a planning approach based on an analysis of the table state to select the sequence of balls to pocket on the table. Results are finally presented and analyzed, followed by a discussion on future work.
在这篇文章中,我们仔细研究了为直撞游戏(14.1连续)创造AI所固有的困难。我们首先根据过去关于八球游戏的工作,确定使这种台球变体变得有趣的关键组件。然后,我们通过将问题分解为两个方面来解决每个组件:最优控制和规划。提出了一种新的主球破簇控制模型,以及一种防守击球的执行模型。接下来,我们简要讨论了当球在桌子上只剩下几个球时仔细规划的重要性,并提出了一种基于分析桌子状态来选择球在桌子上的顺序的规划方法。最后给出了研究结果并进行了分析,并对今后的工作进行了讨论。
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引用次数: 3
期刊
IEEE Transactions on Computational Intelligence and AI in Games
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