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Learning Individual Potential-Based Rewards in Multi-Agent Reinforcement Learning 在多代理强化学习中学习基于个人潜能的奖励
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-08-29 DOI: 10.1109/tg.2024.3450475
Chen Yang, Pei Xu, Junge Zhang
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引用次数: 0
STEP: A Framework for Automated Point Cost Estimation STEP:点成本自动估算框架
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-08-28 DOI: 10.1109/TG.2024.3450992
George E.M. Long;Diego Perez-Liebana;Spyridon Samothrakis
In miniature wargames, such as Warhammer 40k, players control asymmetrical armies, which include multiple units of different types and strengths. These games often use point costs to balance the armies. Each unit is assigned a point cost, and players have a budget they can spend on units. Calculating accurate point costs can be a tedious manual process, with iterative playtests required. If these point costs do not represent a units true power, the game can get unbalanced as overpowered units can have low point costs. In our previous paper, we proposed an automated way of estimating the point costs using a linear regression approach. We used a turn-based asymmetrical wargame called Wizard Wars to test our methods. Players were simulated using Monte Carlo tree search, using different heuristics to represent playstyles. We presented six variants of our method, and show that one method was able to reduce the unbalanced nature of the game by almost half. For this article, we introduce a framework called simple testing and evaluation of points, which allows for further and more granular analysis of point cost estimating methods, by providing a fast, simple, and configurable framework to test methods with. Finally, we compare how our methods do in Wizard Wars against expertly chosen point costs.
在《战锤40k》等微型战争游戏中,玩家控制着不对称的军队,其中包括多种不同类型和力量的单位。这些游戏通常使用点数成本来平衡军队。每个单位都有一个积分成本,玩家可以在单位上花一定的预算。计算准确的点数成本是一个繁琐的手动过程,需要进行反复的游戏测试。如果这些点数消耗并不能代表单位的真正力量,那么游戏便会变得不平衡,因为过度强大的单位可能拥有较低的点数消耗。在我们之前的论文中,我们提出了一种使用线性回归方法自动估计点成本的方法。我们使用回合制非对称战争游戏《Wizard Wars》来测试我们的方法。使用蒙特卡罗树搜索模拟玩家,使用不同的启发式来表示游戏风格。我们展示了我们方法的6种变体,并表明其中一种方法能够将游戏的不平衡性减少近一半。在本文中,我们介绍了一个称为点的简单测试和评估的框架,通过提供一个快速、简单和可配置的框架来测试方法,它允许对点成本估算方法进行进一步和更细粒度的分析。最后,我们将在《Wizard Wars》中使用的方法与专家选择的点数成本进行比较。
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引用次数: 0
Improving Conditional Level Generation Using Automated Validation in Match-3 Games 利用自动验证改进匹配-3 游戏中的条件关卡生成
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-08-07 DOI: 10.1109/TG.2024.3440214
Monica Villanueva Aylagas;Joakim Bergdahl;Jonas Gillberg;Alessandro Sestini;Theodor Tolstoy;Linus Gisslén
Generative models for level generation have shown great potential in game production. However, they often provide limited control over the generation, and the validity of the generated levels is unreliable. Despite this fact, only a few approaches that learn from existing data provide the users with ways of controlling the generation, simultaneously addressing the generation of unsolvable levels. This article proposes autovalidated level generation, a novel method to improve models that learn from existing level designs using difficulty statistics extracted from gameplay. In particular, we use a conditional variational autoencoder to generate layouts for match-3 levels, conditioning the model on precollected statistics, such as game mechanics like difficulty, and relevant visual features, such as size and symmetry. Our method is general enough that multiple approaches could potentially be used to generate these statistics. We quantitatively evaluate our approach by comparing it to an ablated model without difficulty conditioning. In addition, we analyze both quantitatively and qualitatively whether the style of the dataset is preserved in the generated levels. Our approach generates more valid levels than the same method without difficulty conditioning.
关卡生成的生成模型在游戏制作中显示出巨大的潜力。然而,它们通常对生成提供有限的控制,并且生成的级别的有效性不可靠。尽管如此,只有少数从现有数据中学习的方法为用户提供了控制生成的方法,同时解决了不可解水平的生成。本文提出了自动验证关卡生成,这是一种利用从游戏玩法中提取的难度统计数据来改进从现有关卡设计中学习的模型的新方法。特别是,我们使用条件变分自动编码器来生成三消关卡的布局,根据预先收集的统计数据(如难度等游戏机制)和相关视觉特征(如大小和对称性)调节模型。我们的方法非常通用,因此可以使用多种方法来生成这些统计信息。我们定量地评价我们的方法,比较它与消融模型没有困难条件。此外,我们定量和定性地分析数据集的风格是否在生成的级别中保留。我们的方法比没有难度条件的相同方法生成更多有效关卡。
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引用次数: 0
Relation-Aware Learning for Multi-Task Multi-Agent Cooperative Games 多任务多代理合作游戏的关系感知学习
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-08-02 DOI: 10.1109/tg.2024.3436871
Yang Yu, Likun Yang, Zhourui Guo, Yongjian Ren, Qiyue Yin, Junge Zhang, Kaiqi Huang
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引用次数: 0
Biosignal Contrastive Representation Learning for Emotion Recognition of Game Users 用于游戏用户情绪识别的生物信号对比表征学习
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-30 DOI: 10.1109/tg.2024.3435339
Rongyang Li, Jianguo Ding, Huansheng Ning
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引用次数: 0
Detecting Discrepancies between Subtitles and Audio in Gameplay Videos with EchoTest 利用 EchoTest 检测游戏视频中字幕与音频之间的差异
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-30 DOI: 10.1109/tg.2024.3435799
Ian Gauk, Cor-Paul Bezemer
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引用次数: 0
More Human-Like Gameplay by Blending Policies From Supervised and Reinforcement Learning 通过融合监督学习和强化学习的政策,让游戏玩法更接近人类
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-11 DOI: 10.1109/TG.2024.3424668
Tatsuyoshi Ogawa;Chu-Hsuan Hsueh;Kokolo Ikeda
Modeling human players' behaviors in games is a key challenge for making natural computer players, evaluating games, and generating content. To achieve better human–computer interaction, researchers have tried various methods to create human-like artificial intelligence. In chess and Go, supervised learning with deep neural networks is known as one of the most effective ways to predict human moves. However, for many other games (e.g., Shogi), it is hard to collect a similar amount of game records, resulting in poor move-matching accuracy of the supervised learning. We propose a method to compensate for the weakness of the supervised learning policy by Blending it with an AlphaZero-like reinforcement learning policy. Experiments on Shogi showed that the Blend method significantly improved the move-matching accuracy over supervised learning models. Experiments on chess and Go with a limited number of game records also showed similar results. The Blend method was effective with both medium and large numbers of games, particularly the medium case. We confirmed the robustness of the Blend model to the parameter and discussed the mechanism why the move-matching accuracy improves. In addition, we showed that the Blend model performed better than existing work that tried to improve the move-matching accuracy.
模拟人类玩家在游戏中的行为是创造自然计算机玩家、评估游戏和生成内容的关键挑战。为了实现更好的人机交互,研究人员尝试了各种方法来创造类人的人工智能。在国际象棋和围棋中,深度神经网络的监督学习被认为是预测人类棋路的最有效方法之一。然而,对于许多其他游戏(例如,Shogi),很难收集到类似数量的游戏记录,导致监督学习的移动匹配准确性很差。我们提出了一种方法,通过将监督学习策略与类似alphazero的强化学习策略混合来弥补监督学习策略的弱点。在Shogi上的实验表明,Blend方法显著提高了监督学习模型的运动匹配精度。对国际象棋和围棋的实验也显示了类似的结果。混合方法对中型和大型游戏都有效,尤其是中型游戏。验证了混合模型对参数的鲁棒性,并讨论了运动匹配精度提高的机理。此外,我们表明Blend模型比现有的试图提高移动匹配精度的工作表现得更好。
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引用次数: 0
A Progress-Based Algorithm for Interpretable Reinforcement Learning in Regression Testing 回归测试中可解释强化学习的基于进度的算法
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-11 DOI: 10.1109/TG.2024.3426601
Pablo Gutiérrez-Sánchez;Marco A. Gómez-Martín;Pedro A. González-Calero;Pedro P. Gómez-Martín
In video games, the validation of design specifications throughout the development process poses a major challenge as the project grows in complexity and scale and purely manual testing becomes very costly. This article proposes a new approach to design validation regression testing based on a reinforcement learning technique guided by tasks expressed in a formal logic specification language (truncated linear temporal logic) and the progress made in completing these tasks. This requires no prior knowledge of machine learning to train testing bots, is naturally interpretable and debuggable, and produces dense reward functions without the need for reward shaping. We investigate the validity of our strategy by comparing it to an imitation baseline in experiments organized around three use cases of typical scenarios in commercial video games on a 3-D stealth testing environment created in unity. For each scenario, we analyze the agents' reactivity to modifications in common assets to accommodate design needs in other sections of the game, and their ability to report unexpected gameplay variations. Our experiments demonstrate the practicality of our approach for training bots to conduct automated regression testing in complex video game settings.
在电子游戏中,随着项目的复杂性和规模的增长,在整个开发过程中验证设计规范是一个重大挑战,纯手动测试变得非常昂贵。本文提出了一种基于强化学习技术的设计验证回归测试的新方法,该技术以形式逻辑规范语言(截断线性时间逻辑)表示的任务为指导,并在完成这些任务方面取得了进展。这不需要机器学习的先验知识来训练测试机器人,自然地可解释和可调试,并且在不需要奖励塑造的情况下产生密集的奖励函数。我们通过将其与在unity中创建的3d隐身测试环境中围绕商业电子游戏中典型场景的三个用例组织的实验中的模仿基线进行比较,来调查我们策略的有效性。对于每个场景,我们分析代理对公共资产修改的反应,以适应游戏其他部分的设计需求,以及他们报告意外玩法变化的能力。我们的实验证明了我们训练机器人在复杂视频游戏设置中进行自动回归测试的方法的实用性。
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引用次数: 0
Neural Network-Based Information Set Weighting for Playing Reconnaissance Blind Chess 基于神经网络的信息集加权用于下侦察盲棋
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-10 DOI: 10.1109/TG.2024.3425803
Timo Bertram;Johannes Fürnkranz;Martin Müller
In imperfect information games, the game state is generally not fully observable to players. Therefore, good gameplay requires policies that deal with the different information that is hidden from each player. To combat this, effective algorithms often reason about information sets; the sets of all possible game states that are consistent with a player's observations. While there is no way to distinguish between the states within an information set, this property does not imply that all states are equally likely to occur in play. We extend previous research on assigning weights to the states in an information set in order to facilitate better gameplay in the imperfect information game of reconnaissance blind chess (RBC). For this, we train two different neural networks, which estimate the likelihood of each state in an information set from historical game data. Experimentally, we find that a Siamese neural network is able to achieve higher accuracy and is more efficient than a classical convolutional neural network for the given domain. Finally, we evaluate an RBC-playing agent that is based on the generated weightings and compare different parameter settings that influence how strongly it should rely on them. The resulting best player is ranked 5th on the public leaderboard.
在不完全信息博弈中,玩家通常无法完全观察到博弈状态。因此,优秀的游戏玩法需要能够处理隐藏在每个玩家面前的不同信息的策略。为了解决这个问题,有效的算法通常会对信息集进行推理;与玩家的观察一致的所有可能的游戏状态的集合。虽然没有办法区分信息集中的状态,但这个属性并不意味着所有状态在运行中都同样可能出现。为了提高侦察盲棋不完全信息博弈的游戏性,我们扩展了以往对信息集中状态赋权的研究。为此,我们训练了两个不同的神经网络,它们从历史游戏数据中估计信息集中每个状态的可能性。实验表明,在给定的领域中,Siamese神经网络比经典卷积神经网络具有更高的精度和效率。最后,我们评估了一个基于生成的权重的RBC-playing agent,并比较了不同的参数设置,这些参数设置会影响它对权重的依赖程度。结果最好的玩家在公共排行榜上排名第五。
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引用次数: 0
Codeless3D: Design and Usability Evaluation of a Low-Code Tool for 3D Game Generation Codeless3D:三维游戏生成低代码工具的设计与可用性评估
IF 2.3 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-07-09 DOI: 10.1109/tg.2024.3424894
Christina Volioti, Vasileios Martsis, Apostolos Ampatzoglou, Euclid Keramopoulos, Alexander Chatzigeorgiou
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引用次数: 0
期刊
IEEE Transactions on Games
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