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

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Evaluating real-time strategy game states using convolutional neural networks 使用卷积神经网络评估实时策略游戏状态
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860439
Marius Stanescu, Nicolas A. Barriga, Andy Hess, M. Buro
Real-time strategy (RTS) games, such as Blizzard's StarCraft, are fast paced war simulation games in which players have to manage economies, control many dozens of units, and deal with uncertainty about opposing unit locations in real-time. Even in perfect information settings, constructing strong AI systems has been difficult due to enormous state and action spaces and the lack of good state evaluation functions and high-level action abstractions. To this day, good human players are still handily defeating the best RTS game AI systems, but this may change in the near future given the recent success of deep convolutional neural networks (CNNs) in computer Go, which demonstrated how networks can be used for evaluating complex game states accurately and to focus look-ahead search. In this paper we present a CNN for RTS game state evaluation that goes beyond commonly used material based evaluations by also taking spatial relations between units into account. We evaluate the CNN's performance by comparing it with various other evaluation functions by means of tournaments played by several state-of-the-art search algorithms. We find that, despite its much slower evaluation speed, on average the CNN based search performs significantly better compared to simpler but faster evaluations. These promising initial results together with recent advances in hierarchical search suggest that dominating human players in RTS games may not be far off.
即时战略(RTS)游戏,如暴雪的《星际争霸》,是快节奏的战争模拟游戏,玩家必须管理经济,控制许多单位,并实时处理敌方单位位置的不确定性。即使在完美的信息环境中,由于巨大的状态和动作空间,以及缺乏良好的状态评估功能和高级动作抽象,构建强AI系统也很困难。直到今天,优秀的人类玩家仍然可以轻松击败最好的RTS游戏AI系统,但鉴于最近深度卷积神经网络(cnn)在计算机围棋中的成功,这种情况可能会在不久的将来发生变化,它展示了网络如何用于准确评估复杂的游戏状态并专注于前瞻性搜索。在本文中,我们提出了一个用于RTS游戏状态评估的CNN,它超越了通常使用的基于材料的评估,还考虑了单位之间的空间关系。我们通过几种最先进的搜索算法进行比赛,将CNN与其他各种评估函数进行比较,从而评估CNN的性能。我们发现,尽管评估速度要慢得多,但平均而言,基于CNN的搜索比简单但快速的评估表现得要好得多。这些有希望的初步结果以及最近在等级搜索方面的进展表明,在RTS游戏中占据主导地位的人类玩家可能并不遥远。
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引用次数: 46
Breeding a diversity of Super Mario behaviors through interactive evolution 通过互动进化培育出各种各样的超级马里奥行为
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860436
Patrikk D. Sørensen, Jeppeh M. Olsen, S. Risi
Creating controllers for NPCs in video games is traditionally a challenging and time consuming task. While automated learning methods such as neuroevolution (i.e. evolving artificial neural networks) have shown promise in this context, they often still require carefully designed fitness functions. In this paper, we show how casual users can create controllers for Super Mario Bros. through an interactive evolutionary computation (IEC) approach, without prior domain or programming knowledge. By iteratively selecting Super Mario behaviors from a set of candidates, users are able to guide evolution towards behaviors they prefer. The result of a user test show that the participants are able to evolve controllers with very diverse behaviors, which would be difficult through automated approaches. Additionally, the user-evolved controllers perform as well as controllers evolved with a traditional fitness-based approach in terms of distance traveled. The results suggest that IEC is a viable alternative in designing diverse controllers for video games that could be extended to other games in the future.
在电子游戏中为npc创造控制器是一项具有挑战性且耗时的任务。虽然神经进化(即进化的人工神经网络)等自动学习方法在这种情况下显示出了希望,但它们通常仍然需要精心设计适应度函数。在本文中,我们展示了休闲用户如何通过交互式进化计算(IEC)方法为《超级马里奥兄弟》创建控制器,而无需事先的领域或编程知识。通过从一组候选行为中迭代地选择《超级马里奥》行为,用户能够引导进化到他们喜欢的行为。用户测试的结果表明,参与者能够发展具有非常多样化行为的控制器,这在自动化方法中是困难的。此外,在行驶距离方面,用户进化的控制器与传统的基于健康的方法进化的控制器表现一样好。研究结果表明,IEC是一种可行的替代方案,可以为视频游戏设计多种控制器,并在未来扩展到其他游戏。
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引用次数: 9
Deep Q-learning using redundant outputs in visual doom 在视觉厄运中使用冗余输出的深度q学习
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860387
Hyun-Soo Park, Kyung-Joong Kim
Recently, there is a growing interest in applying deep learning in game AI domain. Among them, deep reinforcement learning is the most famous in game AI communities. In this paper, we propose to use redundant outputs in order to adapt training progress in deep reinforcement learning. We compare our method with general ε-greedy in ViZDoom platform. Since AI player should select an action only based on visual input in the platform, it is suitable for deep reinforcement learning research. Experimental results show that our proposed method archives competitive performance to ε-greedy without parameter tuning.
最近,人们对深度学习在游戏AI领域的应用越来越感兴趣。其中,深度强化学习在游戏AI社区中最为著名。在本文中,我们提出使用冗余输出来适应深度强化学习的训练进度。并在ViZDoom平台上与一般的ε-greedy进行了比较。由于AI玩家只需要根据平台上的视觉输入来选择一个动作,所以适合深度强化学习的研究。实验结果表明,该方法在不需要参数调整的情况下,比ε-greedy算法具有更好的性能。
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引用次数: 2
Discovering playing patterns: Time series clustering of free-to-play game data 发现游戏模式:免费游戏数据的时间序列聚类
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860442
A. Saas, Anna Guitart, Á. Periáñez
The classification of time series data is a challenge common to all data-driven fields. However, there is no agreement about which are the most efficient techniques to group unlabeled time-ordered data. This is because a successful classification of time series patterns depends on the goal and the domain of interest, i.e. it is application-dependent. In this article, we study free-to-play game data. In this domain, clustering similar time series information is increasingly important due to the large amount of data collected by current mobile and web applications. We evaluate which methods cluster accurately time series of mobile games, focusing on player behavior data. We identify and validate several aspects of the clustering: the similarity measures and the representation techniques to reduce the high dimensionality of time series. As a robustness test, we compare various temporal datasets of player activity from two free-to-play video-games. With these techniques we extract temporal patterns of player behavior relevant for the evaluation of game events and game-business diagnosis. Our experiments provide intuitive visualizations to validate the results of the clustering and to determine the optimal number of clusters. Additionally, we assess the common characteristics of the players belonging to the same group. This study allows us to improve the understanding of player dynamics and churn behavior.
时间序列数据的分类是所有数据驱动领域面临的共同挑战。然而,对于对未标记的时间顺序数据进行分组的最有效技术,没有达成一致意见。这是因为时间序列模式的成功分类取决于目标和感兴趣的领域,即依赖于应用程序。在本文中,我们将研究免费游戏数据。在该领域中,由于当前移动和web应用程序收集了大量数据,因此聚类相似时间序列信息变得越来越重要。我们评估哪种方法能够准确地聚类手机游戏的时间序列,关注玩家行为数据。我们识别并验证了聚类的几个方面:相似性度量和表示技术,以降低时间序列的高维数。作为稳健性测试,我们比较了两款免费电子游戏的玩家活动的各种时间数据集。通过这些技术,我们提取了与游戏事件评估和游戏商业诊断相关的玩家行为的时间模式。我们的实验提供直观的可视化来验证聚类的结果,并确定最佳的聚类数量。此外,我们评估属于同一组的球员的共同特征。这项研究让我们能够更好地理解玩家动态和流失行为。
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引用次数: 33
Heuristics for sleep and heal in combat 启发式睡眠和治疗在战斗中
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860401
Shuo Xu, Clark Verbrugge
Basic attack and defense actions in games are often extended by more powerful actions, including the ability to temporarily incapacitate an enemy through sleep or stun, the ability to restore health through healing, and others. Use of these abilities can have a dramatic impact on combat outcome, and so is typically strongly limited. This implies a non-trivial decision process, and for an AI to effectively use these actions it must consider the potential benefit, opportunity cost, and the complexity of choosing an appropriate target. In this work we develop a formal model to explore optimized use of sleep and heal in small-scale combat scenarios. We consider different heuristics that can guide the use of such actions; experimental work based on Pokémon combats shows that significant improvements are possible over the basic, greedy strategies commonly employed by AI agents. Our work allows for better performance by companion and enemy AIs, and also gives guidance to game designers looking to incorporate advanced combat actions without overly unbalancing combat.
游戏中的基本攻击和防御行动通常会被更强大的行动所扩展,包括通过睡眠或昏迷暂时使敌人丧失能力,通过治疗恢复生命值等。这些能力的使用会对战斗结果产生巨大的影响,所以通常是非常有限的。这意味着一个重要的决策过程,并且为了让AI有效地使用这些行动,它必须考虑潜在的利益、机会成本和选择合适目标的复杂性。在这项工作中,我们开发了一个正式的模型来探索在小规模战斗场景中优化使用睡眠和愈合。我们考虑不同的启发式来指导这些行动的使用;基于pok mon战斗的实验工作表明,与人工智能代理通常采用的基本贪婪策略相比,有可能取得重大改进。我们的工作让同伴和敌人的ai有了更好的表现,同时也为那些希望在不过度失衡的情况下融入高级战斗行动的游戏设计师提供了指导。
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引用次数: 1
An integrated process for game balancing 游戏平衡的综合过程
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860425
Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, Martin Rieger, Nicolas Pflanzl, M. Preuss, Vanessa Volz
Game balancing is a recurring problem that currently requires a lot of manual work, usually following a game designer's intuition or rules-of-thumb. To what extent can or should the balancing process be automated? We establish a process model that integrates both manual and automated balancing approaches. Artificial agents are employed to automatically assess the desirability of a game. We demonstrate the feasibility of implementing the model and analyze the resulting solutions from its application to a simple video game.
游戏平衡是一个反复出现的问题,目前需要大量的手工工作,通常是遵循游戏设计师的直觉或经验法则。平衡过程在多大程度上可以或应该自动化?我们建立了一个集成了手动和自动平衡方法的过程模型。人工代理被用来自动评估游戏的可取性。我们演示了实现该模型的可行性,并分析了将其应用于简单视频游戏的结果解决方案。
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引用次数: 12
Altruistic punishment can help resolve tragedy of the commons social dilemmas 利他惩罚有助于解决公地悲剧的社会困境
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860402
G. Greenwood
Social dilemmas force individuals to choose between cooperation, which benefits a group, and defection which benefits the individual. The unfortunate outcome in most social dilemmas is mutual defection where nobody benefits. Researchers frequently use mathematical games such as public goods games to help identify circumstances that might improve cooperation levels within a population. Altruistic punishment has shown promise in these games. Many real-world social dilemmas are expressed via a tragedy of the commons metaphor. This paper describes an investigation designed to see if altruistic punishment might work in tragedy of the commons social dilemmas. Simulation results indicate not only does it help resolve a tragedy of the commons but it also effectively deals with the associated first-order and second-order free rider problems.
社会困境迫使个人在合作和背叛之间做出选择,前者有利于群体,后者有利于个人。在大多数社会困境中,不幸的结果是相互背叛,没有人受益。研究人员经常使用公共产品游戏等数学游戏来帮助确定可能提高群体内合作水平的情况。在这些游戏中,利他的惩罚表现出了希望。许多现实世界的社会困境都是通过公地悲剧的隐喻来表达的。本文描述了一项调查,旨在了解利他惩罚是否可能在公地社会困境的悲剧中起作用。仿真结果表明,该方法不仅有助于解决公地悲剧,而且有效地解决了相关的一阶和二阶搭便车问题。
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引用次数: 3
Biometrics and classifier fusion to predict the fun-factor in video gaming 生物识别和分类器融合预测电子游戏中的乐趣因素
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860418
Andrea Clerico, Cindy Chamberland, Mark Parent, P. Michon, S. Tremblay, T. Falk, Jean-Christophe Gagnon, P. Jackson
The key to the development of adaptive gameplay is the capability to monitor and predict in real time the players experience (or, herein, fun factor). To achieve this goal, we rely on biometrics and machine learning algorithms to capture a physiological signature that reflects the player's affective state during the game. In this paper, we report research and development effort into the real time monitoring of the player's level of fun during a commercially available video game session using physiological signals. The use of a triple-classifier system allows the transformation of players' physiological responses and their fluctuation into a single yet multifaceted measure of fun, using a non-linear gameplay. Our results suggest that cardiac and respiratory activities provide the best predictive power. Moreover, the level of performance reached when classifying the level of fun (70% accuracy) shows that the use of machine learning approaches with physiological measures can contribute to predicting players experience in an objective manner.
开发适应性玩法的关键在于实时监控和预测玩家体验的能力(游戏邦注:也就是有趣因素)。为了实现这一目标,我们依靠生物识别技术和机器学习算法来捕捉反映玩家在游戏过程中的情感状态的生理特征。在本文中,我们报告了利用生理信号实时监测玩家在商业电子游戏会话中的乐趣水平的研究和开发工作。三重分类系统的使用允许将玩家的生理反应及其波动转化为单一但多方面的乐趣衡量标准,并使用非线性玩法。我们的研究结果表明,心脏和呼吸活动提供了最好的预测能力。此外,在对乐趣等级进行分类时所达到的表现水平(准确率为70%)表明,结合生理测量的机器学习方法可以以客观的方式预测玩家体验。
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引用次数: 20
Hierarchical Task Network Plan Reuse for video games 电子游戏的分层任务网络计划重用
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860395
Dennis J. N. J. Soemers, M. Winands
Hierarchical Task Network Planning is an Automated Planning technique. It is, among other domains, used in Artificial Intelligence for video games. Generated plans cannot always be fully executed, for example due to nondeterminism or imperfect information. In such cases, it is often desirable to re-plan. This is typically done completely from scratch, or done using techniques that require conditions and effects of tasks to be defined in a specific format (typically based on First-Order Logic). In this paper, an approach for Plan Reuse is proposed that manipulates the order in which the search tree is traversed by using a similarity function. It is tested in the SimpleFPS domain, which simulates a First-Person Shooter game, and shown to be capable of finding (optimal) plans with a decreased amount of search effort on average when re-planning for variations of previously solved problems.
分层任务网络规划是一种自动化规划技术。在其他领域中,它被用于电子游戏的人工智能。生成的计划不能总是完全执行,例如由于不确定性或不完善的信息。在这种情况下,通常需要重新规划。这通常是完全从零开始完成的,或者使用要求以特定格式(通常基于一阶逻辑)定义任务的条件和效果的技术来完成。本文提出了一种利用相似度函数控制搜索树遍历顺序的计划重用方法。它在模拟第一人称射击游戏的SimpleFPS领域中进行了测试,结果表明,当重新规划之前解决的问题的变化时,它能够以较少的平均搜索努力找到(最佳)计划。
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引用次数: 5
Personalised track design in car racing games 赛车游戏中的个性化赛道设计
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860435
Theodosis Georgiou, Y. Demiris
Real-time adaptation of computer games' content to the users' skills and abilities can enhance the player's engagement and immersion. Understanding of the user's potential while playing is of high importance in order to allow the successful procedural generation of user-tailored content. We investigate how player models can be created in car racing games. Our user model uses a combination of data from unobtrusive sensors, while the user is playing a car racing simulator. It extracts features through machine learning techniques, which are then used to comprehend the user's gameplay, by utilising the educational theoretical frameworks of the Concept of Flow and Zone of Proximal Development. The end result is to provide at a next stage a new track that fits to the user needs, which aids both the training of the driver and their engagement in the game. In order to validate that the system is designing personalised tracks, we associated the average performance from 41 users that played the game, with the difficulty factor of the generated track. In addition, the variation in paths of the implemented tracks between users provides a good indicator for the suitability of the system.
将电脑游戏的内容根据用户的技能和能力进行实时调整,可以增强玩家的粘性和沉浸感。理解用户在玩游戏时的潜力对于成功生成用户定制内容非常重要。我们将研究如何在赛车游戏中创建玩家模型。我们的用户模型使用来自不显眼的传感器的数据组合,而用户正在玩赛车模拟器。它通过机器学习技术提取特征,然后利用流概念和最近发展区的教育理论框架来理解用户的游戏玩法。最终结果是在下一阶段提供符合用户需求的新赛道,这既有助于驾驶员的培训,也有助于他们在游戏中的参与度。为了验证系统是否在设计个性化的曲目,我们将41名玩家的平均表现与生成曲目的难度系数联系起来。此外,在用户之间实现的轨道路径的变化为系统的适用性提供了一个很好的指标。
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引用次数: 4
期刊
2016 IEEE Conference on Computational Intelligence and Games (CIG)
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