首页 > 最新文献

IEEE Transactions on Games最新文献

英文 中文
Call for Papers—IEEE Transactions on Games Special Issue on Gaming Applications for Cultural Heritage 征稿启事--IEEE《游戏论文集》文化遗产游戏应用特刊
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-18 DOI: 10.1109/TG.2024.3368728
{"title":"Call for Papers—IEEE Transactions on Games Special Issue on Gaming Applications for Cultural Heritage","authors":"","doi":"10.1109/TG.2024.3368728","DOIUrl":"https://doi.org/10.1109/TG.2024.3368728","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 1","pages":"247-248"},"PeriodicalIF":2.3,"publicationDate":"2024-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10474551","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140161266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Call for Auxiliary Papers IEEE Conference on Games 2024 征集辅助论文 IEEE 2024 年游戏大会
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-18 DOI: 10.1109/TG.2024.3371853
{"title":"Call for Auxiliary Papers IEEE Conference on Games 2024","authors":"","doi":"10.1109/TG.2024.3371853","DOIUrl":"https://doi.org/10.1109/TG.2024.3371853","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 1","pages":"249-249"},"PeriodicalIF":2.3,"publicationDate":"2024-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10474554","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140161176","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
IEEE Transactions on Games Publication Information IEEE 游戏论文集》出版信息
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-18 DOI: 10.1109/TG.2024.3369433
{"title":"IEEE Transactions on Games Publication Information","authors":"","doi":"10.1109/TG.2024.3369433","DOIUrl":"https://doi.org/10.1109/TG.2024.3369433","url":null,"abstract":"","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 1","pages":"C2-C2"},"PeriodicalIF":2.3,"publicationDate":"2024-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10474502","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140161178","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Nested Wave Function Collapse Enables Large-Scale Content Generation 嵌套波函数折叠实现大规模内容生成
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-18 DOI: 10.1109/TG.2024.3377637
Yuhe Nie;Shaoming Zheng;Zhan Zhuang;Julian Togelius
The Wave Function Collapse (WFC) algorithm is a widely used tile-based algorithm in procedural content generation, including textures, objects, and scenes. However, the current WFC algorithm and related optimized algorithms based on it lack the ability to generate commercial-scale or infinite content due to constraint conflicts and high time complexity. This article proposes the Nested WFC algorithm framework to reduce time complexity. To avoid conflict and backtracking problems, we offer a complete and subcomplete tileset preparation strategy, which requires only a small number of tiles to generate infinite, aperiodic, and deterministic content. We use Mario and Carcassonne as two game examples to describe their application and discuss potential research value. Our contribution addresses WFC's challenge in massive content generation and provides a theoretical basis for implementing concrete games.
波函数折叠(WFC)算法是一种广泛应用于程序内容生成的基于贴图的算法,包括纹理、对象和场景。然而,由于约束冲突和时间复杂度高,目前的WFC算法以及基于其的相关优化算法缺乏产生商业规模或无限内容的能力。本文提出了嵌套WFC算法框架来降低时间复杂度。为了避免冲突和回溯问题,我们提供了一个完整和次完整的瓷砖集准备策略,该策略只需要少量的瓷砖就可以生成无限的、非周期性的和确定性的内容。本文以《马里奥》和《卡卡松》两个游戏为例,描述了它们的应用,并讨论了潜在的研究价值。我们的贡献解决了WFC在大规模内容生成方面的挑战,并为实现具体的游戏提供了理论基础。
{"title":"Nested Wave Function Collapse Enables Large-Scale Content Generation","authors":"Yuhe Nie;Shaoming Zheng;Zhan Zhuang;Julian Togelius","doi":"10.1109/TG.2024.3377637","DOIUrl":"10.1109/TG.2024.3377637","url":null,"abstract":"The Wave Function Collapse (WFC) algorithm is a widely used tile-based algorithm in procedural content generation, including textures, objects, and scenes. However, the current WFC algorithm and related optimized algorithms based on it lack the ability to generate commercial-scale or infinite content due to constraint conflicts and high time complexity. This article proposes the Nested WFC algorithm framework to reduce time complexity. To avoid conflict and backtracking problems, we offer a complete and subcomplete tileset preparation strategy, which requires only a small number of tiles to generate infinite, aperiodic, and deterministic content. We use \u0000<italic>Mario</i>\u0000 and \u0000<italic>Carcassonne</i>\u0000 as two game examples to describe their application and discuss potential research value. Our contribution addresses WFC's challenge in massive content generation and provides a theoretical basis for implementing concrete games.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"892-902"},"PeriodicalIF":1.7,"publicationDate":"2024-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140168596","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
AstroBug: Automatic Game Bug Detection Using Deep Learning AstroBug:利用深度学习自动检测游戏错误
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-17 DOI: 10.1109/TG.2024.3402626
Elham Azizi;Loutfouz Zaman
Traditional methods of video game bug detection, such as manual testing, have been effective, but they can also be time-consuming and costly. While automated bug detection techniques hold great promise for improving testing, they still face several challenges that need to be addressed to be effective in practice. In this work, we introduce a new framework to detect perceptual bugs using a long short-term memory network, which detects bugs in games as anomalies. The detected buggy frames are then clustered to determine the category of the occurred bug. The framework was evaluated on two first person shooter games. We further enhanced the framework by implementing a reinforcement learning agent to autonomously gather datasets, effectively addressing the need for human players to collect data and manually browse through games. The enhancement was performed on a role-playing game. The outcomes obtained validate the effectiveness of the framework.
传统的电子游戏漏洞检测方法(如手动测试)是有效的,但它们也很耗时且昂贵。虽然自动化错误检测技术在改进测试方面有着巨大的希望,但它们仍然面临着一些挑战,需要解决这些挑战才能在实践中发挥作用。在这项工作中,我们引入了一个使用长短期记忆网络检测感知错误的新框架,该网络将游戏中的错误检测为异常。然后将检测到的错误帧聚类以确定所发生错误的类别。该框架在两款第一人称射击游戏中进行了评估。我们通过实现一个强化学习代理来自主收集数据集,从而进一步增强了框架,有效地解决了人类玩家收集数据和手动浏览游戏的需求。这种增强是在一个角色扮演游戏中进行的。所得结果验证了该框架的有效性。
{"title":"AstroBug: Automatic Game Bug Detection Using Deep Learning","authors":"Elham Azizi;Loutfouz Zaman","doi":"10.1109/TG.2024.3402626","DOIUrl":"10.1109/TG.2024.3402626","url":null,"abstract":"Traditional methods of video game bug detection, such as manual testing, have been effective, but they can also be time-consuming and costly. While automated bug detection techniques hold great promise for improving testing, they still face several challenges that need to be addressed to be effective in practice. In this work, we introduce a new framework to detect perceptual bugs using a long short-term memory network, which detects bugs in games as anomalies. The detected buggy frames are then clustered to determine the category of the occurred bug. The framework was evaluated on two first person shooter games. We further enhanced the framework by implementing a reinforcement learning agent to autonomously gather datasets, effectively addressing the need for human players to collect data and manually browse through games. The enhancement was performed on a role-playing game. The outcomes obtained validate the effectiveness of the framework.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"793-806"},"PeriodicalIF":1.7,"publicationDate":"2024-03-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141059866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
GAILPG: Multiagent Policy Gradient With Generative Adversarial Imitation Learning GAILPG:多代理策略梯度与生成式对抗模仿学习
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-14 DOI: 10.1109/TG.2024.3375515
Wei Li;Shiyi Huang;Ziming Qiu;Aiguo Song
In reinforcement learning, the agents need to sufficiently explore the environment and efficiently exploit the existing experiences before finding the solution to the tasks, particularly in cooperative multiagent scenarios where the state and action spaces grow exponentially with the number of agents. Hence, enhancing the exploration ability of agents and improving the utilization efficiency of experiences are two critical issues in cooperative multiagent reinforcement learning. We propose a novel method called generative adversarial imitation learning policy gradients (GAILPG). The contributions of GAILPG are as follows: first, we integrate generative adversarial self-imitation learning into the multiagent actor–critic framework to improve the utilization efficiency of experiences, thus further assisting the policy training; second, we design a new curiosity module to enhance the exploration ability of the agents. Experimental results on the StarCraft II micromanagement benchmark demonstrate that GAILPG surpasses state-of-the-art policy-based methods and is even on par with the value-based methods and the ablation experiments validate the reasonability of the discriminator module and the curiosity module encapsulated in our method.
在强化学习中,智能体需要在找到任务的解决方案之前充分探索环境并有效地利用现有经验,特别是在状态和动作空间随智能体数量呈指数增长的合作多智能体场景中。因此,增强智能体的探索能力和提高经验的利用效率是协同多智能体强化学习的两个关键问题。我们提出了一种新的方法,称为生成对抗模仿学习策略梯度(GAILPG)。GAILPG的贡献如下:首先,我们将生成式对抗性自我模仿学习整合到多智能体行为者批评框架中,提高了经验的利用效率,从而进一步辅助政策培训;其次,我们设计了一个新的好奇心模块来增强智能体的探索能力。在《星际争霸II》微管理基准上的实验结果表明,GAILPG超越了最先进的基于策略的方法,甚至与基于值的方法相当,消融实验验证了我们方法中封装的鉴别器模块和好奇心模块的合理性。
{"title":"GAILPG: Multiagent Policy Gradient With Generative Adversarial Imitation Learning","authors":"Wei Li;Shiyi Huang;Ziming Qiu;Aiguo Song","doi":"10.1109/TG.2024.3375515","DOIUrl":"10.1109/TG.2024.3375515","url":null,"abstract":"In reinforcement learning, the agents need to sufficiently explore the environment and efficiently exploit the existing experiences before finding the solution to the tasks, particularly in cooperative multiagent scenarios where the state and action spaces grow exponentially with the number of agents. Hence, enhancing the exploration ability of agents and improving the utilization efficiency of experiences are two critical issues in cooperative multiagent reinforcement learning. We propose a novel method called generative adversarial imitation learning policy gradients (GAILPG). The contributions of GAILPG are as follows: first, we integrate generative adversarial self-imitation learning into the multiagent actor–critic framework to improve the utilization efficiency of experiences, thus further assisting the policy training; second, we design a new curiosity module to enhance the exploration ability of the agents. Experimental results on the <italic>StarCraft II</i> micromanagement benchmark demonstrate that GAILPG surpasses state-of-the-art policy-based methods and is even on par with the value-based methods and the ablation experiments validate the reasonability of the discriminator module and the curiosity module encapsulated in our method.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"62-75"},"PeriodicalIF":1.7,"publicationDate":"2024-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140146697","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Iceberg Profile Does Not Influence the Performance of Elite League of Legends Players, but Changes With the Events of the Game 冰山轮廓不会影响《英雄联盟》精英玩家的表现,但会随着游戏事件的发生而改变
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-14 DOI: 10.1109/TG.2024.3377604
Adrián Mateo-Orcajada;Lucía Abenza-Cano;Juan Pablo Rey-López;Raquel Vaquero-Cristóbal
Little is known about the interactions between the iceberg profile, which is characterized by high vigor scores, as opposed to low scores in tension, depression, anger, fatigue, and confusion, and performance in League of Legends (LOL). For these reasons, the objectives of the present research were to analyze whether the performance was influenced by the presence of the iceberg profile before the start of the game and to determine the changes produced in the iceberg profile of esports players as a function of the final outcome of the game, the players' performance during the game, and pregame anxiety and self-confidence. The participants were players in a professional LOL esports team during a SuperLiga Orange spring split. The profile of mood states and competitive state anxiety inventory-2 questionnaires were used. Performance was assessed using in-game variables, such as game result, favorable and unfavorable plays, and kills/deaths/assists ratio. The results showed that no changes were found in the performance of the players according to the pregame iceberg profile. Changes were found in the pre- and postgame iceberg profile, according to the final outcome of the game, and the favorable and unfavorable plays. Furthermore, the psychological variables cognitive and somatic anxiety, and self-confidence, had a relationship with the presence or absence of the iceberg profile. To conclude, the iceberg profile does not seem to influence the performance of esports players, although it is modified by events that occur during the game.
冰山轮廓的特点是精力充沛,而不是紧张、抑郁、愤怒、疲劳和困惑的得分较低,关于冰山轮廓与《英雄联盟》(LOL)中的表现之间的相互作用,我们知之甚少。基于这些原因,本研究的目的是分析游戏开始前冰山轮廓的存在是否会影响电子竞技玩家的表现,并确定游戏最终结果、玩家在游戏中的表现以及赛前焦虑和自信对电子竞技玩家冰山轮廓产生的变化的作用。参与者是参加超级联赛Orange春季赛的LOL职业战队的选手。采用情绪状态量表和竞争状态焦虑量表-2问卷。玩家的表现是通过游戏内部变量来评估的,比如游戏结果、有利和不利的玩法以及击杀/死亡/助攻比率。结果表明,根据赛前冰山轮廓,球员的表现没有变化。根据游戏的最终结果,以及有利和不利的玩法,发现了游戏前后冰山轮廓的变化。此外,心理变量认知焦虑和躯体焦虑以及自信与冰山轮廓的存在与否有关系。综上所述,冰山轮廓似乎不会影响电子竞技选手的表现,尽管它会受到比赛过程中发生的事件的影响。
{"title":"The Iceberg Profile Does Not Influence the Performance of Elite League of Legends Players, but Changes With the Events of the Game","authors":"Adrián Mateo-Orcajada;Lucía Abenza-Cano;Juan Pablo Rey-López;Raquel Vaquero-Cristóbal","doi":"10.1109/TG.2024.3377604","DOIUrl":"10.1109/TG.2024.3377604","url":null,"abstract":"Little is known about the interactions between the iceberg profile, which is characterized by high vigor scores, as opposed to low scores in tension, depression, anger, fatigue, and confusion, and performance in <italic>League of Legends</i> (LOL). For these reasons, the objectives of the present research were to analyze whether the performance was influenced by the presence of the iceberg profile before the start of the game and to determine the changes produced in the iceberg profile of esports players as a function of the final outcome of the game, the players' performance during the game, and pregame anxiety and self-confidence. The participants were players in a professional LOL esports team during a SuperLiga Orange spring split. The profile of mood states and competitive state anxiety inventory-2 questionnaires were used. Performance was assessed using in-game variables, such as game result, favorable and unfavorable plays, and kills/deaths/assists ratio. The results showed that no changes were found in the performance of the players according to the pregame iceberg profile. Changes were found in the pre- and postgame iceberg profile, according to the final outcome of the game, and the favorable and unfavorable plays. Furthermore, the psychological variables cognitive and somatic anxiety, and self-confidence, had a relationship with the presence or absence of the iceberg profile. To conclude, the iceberg profile does not seem to influence the performance of esports players, although it is modified by events that occur during the game.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"76-87"},"PeriodicalIF":1.7,"publicationDate":"2024-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140146973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The First ChatGPT4PCG Competition 第一届 ChatGPT4PCG 竞赛
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-12 DOI: 10.1109/TG.2024.3376429
Febri Abdullah;Pittawat Taveekitworachai;Mury F. Dewantoro;Ruck Thawonmas;Julian Togelius;Jochen Renz
This article summarizes the first ChatGPT4PCG competition held at the 2023 IEEE Conference on Games. The goal of the competition is to explore emergent abilities of publicly available large language models (LLMs) in performing complex tasks related to procedural content generation, specifically physics-based level generation for Angry Birds-like games. Participants are tasked with submitting their prompts for ChatGPT to generate Angry Birds-like game structures that resemble English uppercase characters. A structure is a collection of stacked game objects comprising a part of an entire Angry Birds-like level. A prompt is an input for LLMs, including ChatGPT. Two evaluation metrics, i.e., stability and similarity, are used to evaluate the submitted prompts. Stability measures the sturdiness of a structure to withstand in-game gravity, while similarity measures a structure's resemblance to the target character. With such evaluation, participants are challenged to produce not only character-like but also stable structures by utilizing prompt engineering techniques. Finally, the competition's results are discussed to provide valuable insights for future studies and competitions.
本文总结了在2023 IEEE游戏大会上举办的第一届ChatGPT4PCG竞赛。竞赛的目标是探索公开可用的大型语言模型(llm)在执行与程序内容生成相关的复杂任务时的突发能力,特别是《愤怒的小鸟》类游戏的基于物理的关卡生成。参与者的任务是向ChatGPT提交他们的提示,以生成类似于英文大写字符的愤怒的小鸟游戏结构。结构是堆叠游戏对象的集合,构成整个《愤怒的小鸟》关卡的一部分。提示符是llm的输入,包括ChatGPT。两个评估指标,即稳定性和相似性,用于评估提交的提示。稳定性衡量的是建筑在游戏中承受重力的强度,而相似性衡量的是建筑与目标角色的相似度。有了这样的评估,参与者面临的挑战是,不仅要生产出类似字符的结构,还要利用及时的工程技术生产出稳定的结构。最后,对比赛结果进行了讨论,为今后的研究和比赛提供有价值的见解。
{"title":"The First ChatGPT4PCG Competition","authors":"Febri Abdullah;Pittawat Taveekitworachai;Mury F. Dewantoro;Ruck Thawonmas;Julian Togelius;Jochen Renz","doi":"10.1109/TG.2024.3376429","DOIUrl":"10.1109/TG.2024.3376429","url":null,"abstract":"This article summarizes the first ChatGPT4PCG competition held at the 2023 IEEE Conference on Games. The goal of the competition is to explore emergent abilities of publicly available large language models (LLMs) in performing complex tasks related to procedural content generation, specifically physics-based level generation for \u0000<italic>Angry Birds</i>\u0000-like games. Participants are tasked with submitting their prompts for ChatGPT to generate \u0000<italic>Angry Birds</i>\u0000-like game structures that resemble English uppercase characters. A structure is a collection of stacked game objects comprising a part of an entire \u0000<italic>Angry Birds</i>\u0000-like level. A prompt is an input for LLMs, including ChatGPT. Two evaluation metrics, i.e., stability and similarity, are used to evaluate the submitted prompts. Stability measures the sturdiness of a structure to withstand in-game gravity, while similarity measures a structure's resemblance to the target character. With such evaluation, participants are challenged to produce not only character-like but also stable structures by utilizing prompt engineering techniques. Finally, the competition's results are discussed to provide valuable insights for future studies and competitions.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"971-980"},"PeriodicalIF":1.7,"publicationDate":"2024-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140115320","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Hetero-Relation Transformer Network for Multiagent Reinforcement Learning 用于多代理强化学习的异关系变压器网络
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-10 DOI: 10.1109/TG.2024.3399167
Junho Park;Sukmin Yoon;Yong-Duk Kim
Recently, considerable research has been focused on multiagent reinforcement learning to effectively account for each agent's relations. However, most research has focused on homogeneous multiagent systems with the same type of agents, which has limited application to heterogeneous multiagent systems. The demand for heterogeneous systems has considerably increased not only in games but also in the real world. Therefore, a technique that can properly consider relations in heterogeneous systems is required. In this article, we propose a novel transformer network called HRformer, which is based on heterogeneous graph networks that can reflect the heterogeneity and relations among agents. To this end, we design an effective linear encoding method for the transformer to receive input of the various and unique characteristics of the agents and introduce a novel encoding method to model the relations among them. Experiments are conducted in the StarCraft multiagent challenge environment, the most famous heterogeneous multiagent simulation, to demonstrate the superior performance of the proposed method compared with the other existing methods in various heterogeneous scenarios. The proposed method in our simulation shows a high win rate and fast convergence speed, proving the superiority of the proposed method considering the heterogeneity of the multiagent system.
近年来,人们对多智能体强化学习进行了大量的研究,以有效地解释每个智能体之间的关系。然而,大多数研究都集中在具有相同类型智能体的同构多智能体系统上,这限制了对异构多智能体系统的应用。不仅在游戏中,在现实世界中,对异构系统的需求也在显著增加。因此,需要一种能够正确考虑异构系统中的关系的技术。本文提出了一种基于异构图网络的新型变压器网络HRformer,该网络可以反映agent之间的异构性和相互关系。为此,我们设计了一种有效的线性编码方法,用于变压器接收agent的各种独特特征的输入,并引入了一种新的编码方法来建模agent之间的关系。在最著名的异构多智能体仿真《星际争霸》多智能体挑战环境中进行了实验,验证了该方法在各种异构场景下与其他现有方法相比的优越性能。仿真结果表明,该方法具有较高的胜率和较快的收敛速度,证明了该方法在考虑多智能体系统异构性的情况下的优越性。
{"title":"A Hetero-Relation Transformer Network for Multiagent Reinforcement Learning","authors":"Junho Park;Sukmin Yoon;Yong-Duk Kim","doi":"10.1109/TG.2024.3399167","DOIUrl":"10.1109/TG.2024.3399167","url":null,"abstract":"Recently, considerable research has been focused on multiagent reinforcement learning to effectively account for each agent's relations. However, most research has focused on homogeneous multiagent systems with the same type of agents, which has limited application to heterogeneous multiagent systems. The demand for heterogeneous systems has considerably increased not only in games but also in the real world. Therefore, a technique that can properly consider relations in heterogeneous systems is required. In this article, we propose a novel transformer network called <italic>HRformer</i>, which is based on heterogeneous graph networks that can reflect the heterogeneity and relations among agents. To this end, we design an effective linear encoding method for the transformer to receive input of the various and unique characteristics of the agents and introduce a novel encoding method to model the relations among them. Experiments are conducted in the <italic>StarCraft</i> multiagent challenge environment, the most famous heterogeneous multiagent simulation, to demonstrate the superior performance of the proposed method compared with the other existing methods in various heterogeneous scenarios. The proposed method in our simulation shows a high win rate and fast convergence speed, proving the superiority of the proposed method considering the heterogeneity of the multiagent system.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 1","pages":"138-147"},"PeriodicalIF":1.7,"publicationDate":"2024-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140930216","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Simulation-Driven Balancing of Competitive Game Levels With Reinforcement Learning 利用强化学习实现竞技游戏关卡的模拟驱动平衡
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-03-10 DOI: 10.1109/TG.2024.3399536
Florian Rupp;Manuel Eberhardinger;Kai Eckert
The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for nonsymmetrical game levels. In this work, we frame game balancing as a procedural content generation task and propose an architecture for automatically balancing of tile-based levels within the procedural content generation via reinforcement learning framework (PCGRL) framework. Our architecture is divided into three parts: first, a level generator, second, a balancing agent, and third, a reward modeling simulation. Through repeated simulations, the balancing agent receives rewards for adjusting the level toward a given balancing objective, such as equal win rates for all players. To this end, we propose new swap-based representations to improve the robustness of playability, thereby enabling agents to balance game levels more effectively and quickly compared to traditional PCGRL. By analyzing the agent's swapping behavior, we can infer which tile types have the most impact on the balance. We validate our approach in the neural massively multiplayer online environment in a competitive two-player scenario. In this article, we present improved results, explore the applicability of the method to various forms of balancing beyond equal balancing, compare the performance to another search-based approach, and discuss the application of existing fairness metrics to game balancing.
在双人竞争环境中,游戏关卡的平衡过程涉及大量手工工作和测试,特别是对于非对称的游戏关卡。在这项工作中,我们将游戏平衡作为程序内容生成任务,并提出了一个通过强化学习框架(PCGRL)框架在程序内容生成中自动平衡基于贴图的关卡的架构。我们的架构分为三个部分:第一部分是关卡生成器,第二部分是平衡代理,第三部分是奖励建模模拟。通过重复模拟,平衡代理会因调整关卡以达到给定的平衡目标而获得奖励,例如所有玩家的胜率相等。为此,我们提出了新的基于交换的表示来提高可玩性的鲁棒性,从而使智能体能够比传统的PCGRL更有效、更快速地平衡游戏关卡。通过分析代理的交换行为,我们可以推断出哪种贴图类型对平衡的影响最大。我们在一个竞争性的双人游戏场景中,在神经网络大型多人在线环境中验证了我们的方法。在本文中,我们展示了改进的结果,探索了该方法在平等平衡之外的各种平衡形式中的适用性,将其性能与另一种基于搜索的方法进行了比较,并讨论了现有公平性指标在游戏平衡中的应用。
{"title":"Simulation-Driven Balancing of Competitive Game Levels With Reinforcement Learning","authors":"Florian Rupp;Manuel Eberhardinger;Kai Eckert","doi":"10.1109/TG.2024.3399536","DOIUrl":"10.1109/TG.2024.3399536","url":null,"abstract":"The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for nonsymmetrical game levels. In this work, we frame game balancing as a procedural content generation task and propose an architecture for automatically balancing of tile-based levels within the procedural content generation via reinforcement learning framework (PCGRL) framework. Our architecture is divided into three parts: first, a level generator, second, a balancing agent, and third, a reward modeling simulation. Through repeated simulations, the balancing agent receives rewards for adjusting the level toward a given balancing objective, such as equal win rates for all players. To this end, we propose new swap-based representations to improve the robustness of playability, thereby enabling agents to balance game levels more effectively and quickly compared to traditional PCGRL. By analyzing the agent's swapping behavior, we can infer which tile types have the most impact on the balance. We validate our approach in the neural massively multiplayer online environment in a competitive two-player scenario. In this article, we present improved results, explore the applicability of the method to various forms of balancing beyond equal balancing, compare the performance to another search-based approach, and discuss the application of existing fairness metrics to game balancing.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"16 4","pages":"903-913"},"PeriodicalIF":1.7,"publicationDate":"2024-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140929989","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
IEEE Transactions on Games
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1