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2016 IEEE Conference on Computational Intelligence and Games (CIG)最新文献

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Planning social actions through the others' eyes for emergent storytelling 通过他人的视角来规划社会行动,从而形成突发故事
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860400
D. Carvalho, E. Clua, A. Paes
Stories have become an important element of games, since they can increase their immersion level by giving the players the context and the motivation to play. However, despite the interactive nature of games, their stories usually do not develop considering every decision and/or action the players are capable of, because depending on the game size, it would take too much effort to author alternative routes for all of them. To make these alternatives viable, an interesting solution would be to procedurally generate them, which could be achieved by using the story generation approaches already developed by many works of the storytelling field. Some of these approaches are based on the simulation of virtual worlds, in which the stories are generated by making the characters that inhabit the worlds act trying to reach their goals. The resulting actions and the world's reactions compose the final story. Since the actions are the building blocks of the stories, the characters' acting capabilities are determinant features of the generation potential of simulations. For instance, it is only possible to generate stories with deception if the characters are capable of deceiving each other. To allow the generation of stories where the characters are capable of manipulation, cooperation and other social behaviors by actively using what the others will do based on what they know and see, we propose a recursive planning approach that deals with the uncertainty of the others' knowledge and with a purposely error-prone perception simulation. To test our proposal we developed a story generation system and designed an adaptation of Little Red Riding Hood world as test scenario. With our approach, the system was capable of generating coherent story variations with deceptive actions.
故事已经成为游戏的重要元素,因为它们能够通过提供给玩家游戏的背景和动机而提升游戏的沉浸感。然而,尽管游戏具有互动性,但它们的故事通常不会考虑到玩家能够做出的每一个决定和/或行动,因为根据游戏规模,为所有玩家编写替代路线需要花费太多精力。为了使这些替代方案可行,一个有趣的解决方案是程序化地生成它们,这可以通过使用许多讲故事领域的作品所开发的故事生成方法来实现。其中一些方法是基于虚拟世界的模拟,在虚拟世界中,故事是通过让生活在这个世界中的角色努力实现他们的目标而产生的。由此产生的行动和世界的反应构成了最终的故事。因为动作是故事的基石,角色的表演能力是模拟生成潜力的决定性特征。例如,只有当角色能够相互欺骗时,才有可能产生带有欺骗的故事。允许代故事的角色能够操作、合作和其他社会行为通过积极使用别人会做什么基于他们所知道的,看到的,我们建议一个递归的规划方法处理的不确定性与故意出错感知他人的知识和模拟。为了测试我们的提议,我们开发了一个故事生成系统,并设计了一个改编自《小红帽》的世界作为测试场景。通过我们的方法,系统能够生成带有欺骗行为的连贯故事变体。
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引用次数: 0
Transfer learning for cross-game prediction of player experience 跨游戏预测玩家体验的迁移学习
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860415
Noor Shaker, Mohamed Abou-Zleikha
Several studies on cross-domain users' behaviour revealed generic personality trails and behavioural patterns. This paper, proposes quantitative approaches to use the knowledge of player behaviour in one game to seed the process of building player experience models in another. We investigate two settings: in the supervised feature mapping method, we use labeled datasets about players' behaviour in two games. The goal is to establish a mapping between the features so that the models build on one dataset could be used on the other by simple feature replacement. For the unsupervised transfer learning scenario, our goal is to find a shared space of correlated features based on unlabelled data. The features in the shared space are then used to construct models for one game that directly work on the transferred features of the other game. We implemented and analysed the two approaches and we show that transferring the knowledge of player experience between domains is indeed possible and ultimately useful when studying players' behaviour and when designing user studies.
几项关于跨域用户行为的研究揭示了通用的人格轨迹和行为模式。本文提出了一种定量方法,即使用一款游戏中的玩家行为知识来为另一款游戏中的玩家体验模型的构建过程播下种子。我们研究了两种设置:在监督特征映射方法中,我们使用关于两个游戏中玩家行为的标记数据集。目标是建立特征之间的映射,以便在一个数据集上构建的模型可以通过简单的特征替换在另一个数据集上使用。对于无监督迁移学习场景,我们的目标是基于未标记数据找到相关特征的共享空间。然后,共享空间中的功能被用于构建一款游戏的模型,该模型直接作用于另一款游戏的转移功能。我们执行并分析了这两种方法,结果表明,在研究玩家行为和设计用户研究时,在不同领域之间转移玩家体验的知识确实是可能的,并且最终是有用的。
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引用次数: 10
Evolutionary deckbuilding in hearthstone 《炉石传说》中的进化甲板建造
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860426
P. García-Sánchez, A. Tonda, Giovanni Squillero, A. García, J. J. M. Guervós
One of the most notable features of collectible card games is deckbuilding, that is, defining a personalized deck before the real game. Deckbuilding is a challenge that involves a big and rugged search space, with different and unpredictable behaviour after simple card changes and even hidden information. In this paper, we explore the possibility of automated deckbuilding: a genetic algorithm is applied to the task, with the evaluation delegated to a game simulator that tests every potential deck against a varied and representative range of human-made decks. In these preliminary experiments, the approach has proven able to create quite effective decks, a promising result that proves that, even in this challenging environment, evolutionary algorithms can find good solutions.
可收集卡牌游戏最显著的特点之一是桥牌构建,即在真正的游戏开始前定义个性化的桥牌。牌组构建是一项挑战,它涉及到一个巨大而坚固的搜索空间,在简单的牌组更改后,甚至隐藏的信息都会产生不同且不可预测的行为。在本文中,我们探索了自动化套牌构建的可能性:将遗传算法应用于该任务,并将评估委托给游戏模拟器,该模拟器针对各种具有代表性的人造套牌测试每个潜在的套牌。在这些初步实验中,该方法已被证明能够创建相当有效的甲板,这一有希望的结果证明,即使在这种具有挑战性的环境中,进化算法也可以找到好的解决方案。
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引用次数: 42
Design influence on player retention: A method based on time varying survival analysis 设计对玩家留存率的影响:基于时变生存分析的方法
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860421
Thibault Allart, G. Levieux, M. Pierfitte, Agathe Guilloux, S. Natkin
This paper proposes a method to help understanding the influence of a game design on player retention. Using Far Cry® 4 data, we illustrate how playtime measures can be used to identify time periods where players are more likely to stop playing. First, we show that a benchmark can easily be performed for every game available on Steam using publicly available data. Then, we introduce how survival analysis can help to model the influence of game variables on player retention. Game environment and player characteristics change over time and tracking systems already store those changes. But existing model which deals with time varying covariate cannot scale on huge datasets produced by video game monitoring. That is why we propose a model that can both deal with time varying covariates and is well suited for big datasets. As a given game variable can have a changing effect over time, we also include time-varying coefficients in our model. We used this survival analysis model to quantify the effect of Far Cry 4 weapons usage on player retention.
本文提出了一种方法来帮助理解游戏设计对玩家留存率的影响。利用《孤岛惊魂4》的数据,我们说明了如何使用游戏时间度量来确定玩家更有可能停止游戏的时间段。首先,我们展示了可以使用公开数据轻松地对Steam上的所有游戏执行基准测试。然后,我们将介绍生存分析如何帮助模拟游戏变量对玩家留存的影响。游戏环境和玩家特征会随着时间而改变,而追踪系统已经储存了这些变化。但是现有的处理时变协变量的模型不能适用于视频游戏监测产生的庞大数据集。这就是为什么我们提出了一个既可以处理时变协变量又非常适合大数据集的模型。因为给定的游戏变量会随着时间的推移而产生变化,所以我们在模型中也包含了时变系数。我们使用这种生存分析模型来量化《孤岛惊魂4》武器使用对玩家留存率的影响。
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引用次数: 9
Position-based reinforcement learning biased MCTS for General Video Game Playing 基于位置的强化学习偏向MCTS的一般视频游戏
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860449
C. Chu, Suguru Ito, Tomohiro Harada, R. Thawonmas
This paper proposes an application of reinforcement learning and position-based features in rollout bias training of Monte-Carlo Tree Search (MCTS) for General Video Game Playing (GVGP). As an improvement on Knowledge-based Fast-Evo MCTS proposed by Perez et al., the proposed method is designated for both the GVG-AI Competition and improvement of the learning mechanism of the original method. The performance of the proposed method is evaluated empirically, using all games from six training sets available in the GVG-AI Framework, and the proposed method achieves better scores than five other existing MCTS-based methods overall.
本文提出了一种强化学习和基于位置的特征在通用视频游戏(GVGP)的蒙特卡罗树搜索(MCTS)的推出偏差训练中的应用。该方法是对Perez等人提出的基于知识的Fast-Evo MCTS的改进,既用于GVG-AI竞争,又改进了原方法的学习机制。使用GVG-AI框架中六个训练集的所有游戏对所提出方法的性能进行了经验评估,所提出的方法总体上比其他五种基于mcts的方法获得了更好的分数。
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引用次数: 5
Pruning and preprocessing methods for inventory-aware pathfinding 库存感知寻路的修剪和预处理方法
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860417
D. Aversa, Sebastian Sardiña, S. Vassos
Inventory-Aware Pathfinding is concerned with finding paths while taking into account that picking up items, e.g., keys, allow the character to unlock blocked pathways, e.g., locked doors. In this work we present a pruning method and a preprocessing method that can improve significantly the scalability of such approaches. We apply our methods to the recent approach of Inventory-Driven Jump-Point Search (InvJPS). First, we introduce InvJPS+ that allows to prune large parts of the search space by favoring short detours to pick up items, offering a trade-off between efficiency and optimality. Second, we propose a preprocessing step that allows to decide on runtime which items, e.g., keys, are worth using thus pruning potentially unnecessary items before the search starts. We show results for combinations of the pruning and preprocessing methods illustrating the best choices over various scenarios.
有库存意识的寻径是指在寻找路径的同时考虑拾取道具(如钥匙),允许角色打开阻塞的路径(如锁着的门)。在这项工作中,我们提出了一种修剪方法和一种预处理方法,可以显著提高这种方法的可扩展性。我们将我们的方法应用于最近的库存驱动跳跃点搜索(InvJPS)方法。首先,我们介绍了InvJPS+,它允许通过选择较短的弯路来获取条目,从而减少大部分搜索空间,在效率和最优性之间进行权衡。其次,我们提出了一个预处理步骤,允许在运行时决定哪些项(例如键)值得使用,从而在搜索开始之前修剪可能不必要的项。我们展示了修剪和预处理方法组合的结果,说明了在各种情况下的最佳选择。
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引用次数: 0
Monte-Carlo simulation balancing revisited 蒙特卡罗模拟平衡重新审视
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860411
Tobias Graf, M. Platzner
Simulation Balancing is an optimization algorithm to automatically tune the parameters of a playout policy used inside a Monte Carlo Tree Search. The algorithm fits a policy so that the expected result of a policy matches given target values of the training set. Up to now it has been successfully applied to Computer Go on small 9 × 9 boards but failed for larger board sizes like 19 × 19. On these large boards apprenticeship learning, which fits a policy so that it closely follows an expert, continues to be the algorithm of choice. In this paper we introduce several improvements to the original simulation balancing algorithm and test their effectiveness in Computer Go. The proposed additions remove the necessity to generate target values by deep searches, optimize faster and make the algorithm less prone to overfitting. The experiments show that simulation balancing improves the playing strength of a Go program using apprenticeship learning by more than 200 ELO on the large board size 19 × 19.
仿真平衡是一种优化算法,用于自动调整蒙特卡罗树搜索中使用的播放策略参数。该算法拟合策略,使策略的预期结果与给定训练集的目标值相匹配。到目前为止,它已经成功地应用于计算机围棋小9 × 9板,但失败的较大的棋盘尺寸,如19 × 19。在这些大型董事会中,学徒制学习仍然是首选算法,它符合一项政策,因此它密切跟随专家。本文对原有的仿真平衡算法进行了改进,并对其在计算机围棋中的有效性进行了测试。所提出的加法消除了通过深度搜索生成目标值的必要性,优化速度更快,并且使算法不容易出现过拟合。实验表明,在19 × 19的大棋盘上,模拟平衡使采用学徒学习的围棋程序的下棋强度提高了200个ELO以上。
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引用次数: 4
Ms. Pac-Man Versus Ghost Team CIG 2016 competition 吃豆人小姐对战幽灵队CIG 2016比赛
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860446
P. R. Williams, Diego Perez Liebana, S. Lucas
This paper introduces the revival of the popular Ms. Pac-Man Versus Ghost Team competition. We present an updated game engine with Partial Observability constraints, a new Multi-Agent Systems approach to developing Ghost agents, and several sample controllers to ease the development of entries. A restricted communication protocol is provided for the Ghosts, providing a more challenging environment than before. The competition will debut at the IEEE Computational Intelligence and Games Conference 2016. Some preliminary results showing the effects of Partial Observability and the benefits of simple communication are also presented.
本文将介绍流行的Ms. Pac-Man vs . Ghost Team比赛的复兴。我们提出了一个具有部分可观察性约束的更新游戏引擎,一个新的多代理系统方法来开发幽灵代理,以及几个示例控制器来简化条目的开发。为幽灵提供了一个受限的通信协议,提供了一个比以前更具挑战性的环境。该竞赛将在2016年IEEE计算智能与游戏大会上首次亮相。一些初步结果显示了部分可观测性的影响和简单通信的好处。
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引用次数: 28
Recovering visibility and dodging obstacles in pursuit-evasion games 在追逐逃避游戏中恢复能见度和躲避障碍物
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860419
Ahmed Abdelkader
Pursuit-evasion games encompass a wide range of planning problems with a variety of constraints on the motion of agents. We study the visibility-based variant where a pursuer is required to keep an evader in sight, while the evader is assumed to attempt to hide as soon as possible. This is particularly relevant in the context of video games where non-player characters of varying skill levels frequently chase after and attack the player. In this paper, we show that a simple dual formulation of the problem can be integrated into the traditional model to derive optimal strategies that tolerate interruptions in visibility resulting from motion among obstacles. Furthermore, using the enhanced model we propose a competitive procedure to maintain the optimal strategies in a dynamic environment where obstacles can change both shape and location. We prove the correctness of our algorithms and present results for different maps.
追捕-逃避博弈包含了各种各样的计划问题,对代理人的运动有各种各样的约束。我们研究了基于可见性的变体,其中追捕者被要求保持在视线内的逃避者,而逃避者被假设试图尽快隐藏。这在电子游戏中尤其重要,因为不同技能水平的非玩家角色经常追逐和攻击玩家。在本文中,我们证明了该问题的一个简单的对偶公式可以集成到传统模型中,以导出容忍在障碍物之间运动导致的可视性中断的最优策略。此外,利用增强模型,我们提出了一个竞争过程,以在障碍物可以改变形状和位置的动态环境中保持最优策略。我们证明了算法的正确性,并给出了不同地图的结果。
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引用次数: 0
Monte Carlo Tree Search with options for general video game playing 蒙特卡洛树搜索与选项一般视频游戏玩
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860383
M. D. Waard, Diederik M. Roijers, S. Bakkes
General video game playing is a challenging research area in which the goal is to find one algorithm that can play many games successfully. “Monte Carlo Tree Search” (MCTS) is a popular algorithm that has often been used for this purpose. It incrementally builds a search tree based on observed states after applying actions. However, the MCTS algorithm always plans over actions and does not incorporate any higher level planning, as one would expect from a human player. Furthermore, although many games have similar game dynamics, often no prior knowledge is available to general video game playing algorithms. In this paper, we introduce a new algorithm called “Option Monte Carlo Tree Search” (O-MCTS). It offers general video game knowledge and high level planning in the form of “options”, which are action sequences aimed at achieving a specific subgoal. Additionally, we introduce “Option Learning MCTS” (OL-MCTS), which applies a progressive widening technique to the expected returns of options in order to focus exploration on fruitful parts of the search tree. Our new algorithms are compared to MCTS on a diverse set of twenty-eight games from the general video game AI competition. Our results indicate that by using MCTS's efficient tree searching technique on options, O-MCTS outperforms MCTS on most of the games, especially those in which a certain subgoal has to be reached before the game can be won. Lastly, we show that OL-MCTS improves its performance on specific games by learning expected values for options and moving a bias to higher valued options.
一般的电子游戏是一个具有挑战性的研究领域,其目标是找到一种能够成功玩多款游戏的算法。“蒙特卡罗树搜索”(MCTS)是一种常用的算法,经常用于此目的。在应用操作后,它基于观察到的状态增量地构建搜索树。然而,MCTS算法总是对行动进行计划,并且不包含任何更高级别的计划,就像人们对人类玩家所期望的那样。此外,尽管许多游戏都具有相似的游戏动态,但一般的电子游戏玩法算法通常不具备先验知识。在本文中,我们介绍了一个新的算法,称为“选项蒙特卡罗树搜索”(O-MCTS)。它以“选项”的形式提供了一般的电子游戏知识和高级规划,即旨在实现特定子目标的动作序列。此外,我们引入了“期权学习MCTS”(OL-MCTS),它对期权的预期回报应用了渐进扩展技术,以便将探索集中在搜索树的有效部分。我们的新算法与MCTS在28个不同的游戏中进行了比较,这些游戏来自一般的电子游戏人工智能比赛。我们的研究结果表明,通过使用MCTS在选项上的高效树搜索技术,O-MCTS在大多数博弈中都优于MCTS,特别是在那些必须达到某个子目标才能获胜的博弈中。最后,我们表明OL-MCTS通过学习选项的期望值和将偏差移动到更高价值的选项来提高其在特定游戏中的性能。
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引用次数: 13
期刊
2016 IEEE Conference on Computational Intelligence and Games (CIG)
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