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

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Evolving missions for Dwarf quest dungeons 矮人地下城的进化任务
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860391
Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
This paper describes a search-based level generation approach that uses the search space of action sequences, represented as graphs, rather than spatial layouts. The search is guided by mutation operators that manipulate the graph topology, and the paper explores various objective functions that are based on generic level evaluation metrics. The evolved action sequences are passed to a grammar-based system and a layout solver transforms them into dungeon levels for the Dwarf Quest game.
本文描述了一种基于搜索的关卡生成方法,该方法使用动作序列的搜索空间(以图表表示),而不是空间布局。搜索由操纵图拓扑的突变算子引导,论文探索了基于通用水平评估指标的各种目标函数。进化后的动作序列被传递给基于语法的系统,布局解决器将其转化为《Dwarf Quest》的地下城关卡。
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引用次数: 3
Comparison of rapid action value estimation variants for general game playing 一般游戏中快速动作值估计变量的比较
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860429
C. F. Sironi, M. Winands
General Game Playing (GGP) aims at creating computer programs able to play any arbitrary game at an expert level given only its rules. The lack of game-specific knowledge and the necessity of learning a strategy online have made Monte-Carlo Tree Search (MCTS) a suitable method to tackle the challenges of GGP. An efficient search-control mechanism can substantially increase the performance of MCTS. The RAVE strategy and its more recent variant, GRAVE, have been proposed for this reason. In this paper we further investigate the use of GRAVE for GGP and compare its performance with the more established RAVE strategy and with a new variant, called HRAVE, that uses more global information. Experiments show that for some games GRAVE and HRAVE perform better than RAVE, with GRAVE being the most promising one overall.
通用游戏玩法(General Game Playing,简称GGP)的目标是创建能够在给定规则的情况下以专家水平玩任意游戏的计算机程序。缺乏游戏特定知识和在线学习策略的必要性使得蒙特卡洛树搜索(MCTS)成为解决GGP挑战的合适方法。有效的搜索控制机制可以大大提高MCTS的性能。RAVE策略及其最近的变体GRAVE正是出于这个原因而被提出的。在本文中,我们进一步研究了GRAVE在GGP中的使用,并将其性能与更成熟的RAVE策略以及使用更多全局信息的新变体HRAVE进行了比较。实验表明,在某些游戏中,GRAVE和HRAVE的表现优于RAVE,其中GRAVE是最有前途的一个。
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引用次数: 14
Human gesture classification by brute-force machine learning for exergaming in physiotherapy 基于暴力机器学习的人体手势分类在物理治疗中的应用
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860414
Francis Deboeverie, Sanne Roegiers, Gianni Allebosch, P. Veelaert, W. Philips
In this paper, a novel approach for human gesture classification on skeletal data is proposed for the application of exergaming in physiotherapy. Unlike existing methods, we propose to use a general classifier like Random Forests to recognize dynamic gestures. The temporal dimension is handled afterwards by majority voting in a sliding window over the consecutive predictions of the classifier. The gestures can have partially similar postures, such that the classifier will decide on the dissimilar postures. This brute-force classification strategy is permitted, because dynamic human gestures show sufficient dissimilar postures. Online continuous human gesture recognition can classify dynamic gestures in an early stage, which is a crucial advantage when controlling a game by automatic gesture recognition. Also, ground truth can be easily obtained, since all postures in a gesture get the same label, without any discretization into consecutive postures. This way, new gestures can be easily added, which is advantageous in adaptive game development. We evaluate our strategy by a leave-one-subject-out cross-validation on a self-captured stealth game gesture dataset and the publicly available Microsoft Research Cambridge-12 Kinect (MSRC-12) dataset. On the first dataset we achieve an excellent accuracy rate of 96.72%. Furthermore, we show that Random Forests perform better than Support Vector Machines. On the second dataset we achieve an accuracy rate of 98.37%, which is on average 3.57% better then existing methods.
本文提出了一种基于骨骼数据的人体手势分类新方法,以供运动在物理治疗中的应用。与现有的方法不同,我们建议使用随机森林这样的通用分类器来识别动态手势。时间维度随后通过滑动窗口对分类器的连续预测进行多数投票来处理。手势可以有部分相似的姿势,这样分类器将决定不相似的姿势。这种暴力分类策略是允许的,因为动态的人类手势显示了足够多的不同姿势。在线连续的人类手势识别能够在早期对动态手势进行分类,这是通过自动手势识别控制游戏的一个关键优势。此外,由于一个手势中的所有姿势都得到相同的标签,而不需要离散成连续的姿势,因此可以很容易地获得基础真值。这样,就可以很容易地添加新的手势,这在自适应游戏开发中是有利的。我们通过对自捕获的潜行游戏手势数据集和公开可用的微软研究院剑桥-12 Kinect (MSRC-12)数据集进行留一个主体交叉验证来评估我们的策略。在第一个数据集上,我们的准确率达到了96.72%。此外,我们表明随机森林比支持向量机表现得更好。在第二个数据集上,我们的准确率达到了98.37%,比现有方法平均提高了3.57%。
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引用次数: 17
Beyond computational intelligence to computational creativity in games 从计算智能到游戏中的计算创造力
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860447
D. Ventura
This paper argues that computational creativity is the logical next step in the evolution of game design; briefly overviews what is meant by computational creativity and suggests some ways in which it could augment contemporary games; explores some initial ideas for its incorporation into the future of gaming and game design; and argues for increased cross-pollination and collaboration between the computational intelligence and games research community and the computational creativity research community.
本文认为计算创造力是游戏设计进化的下一个合乎逻辑的步骤;简要概述了计算创造力的含义,并提出了它可以增强当代游戏的一些方法;探讨了将其整合到未来游戏和游戏设计中的一些最初想法;并主张增加计算智能和游戏研究社区与计算创造力研究社区之间的交叉授粉和合作。
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引用次数: 1
Informed Monte Carlo Tree Search for Real-Time Strategy games 即时策略游戏的通知蒙特卡洛树搜索
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860394
Santiago Ontañón
The recent success of AlphaGO has shown that it is possible to combine machine learning with Monte Carlo Tree Search (MCTS) in order to improve performance in games with large branching factors. This paper explores the question of whether similar ideas can be applied to a genre of games with an even larger branching factor: Real-Time Strategy games. Specifically, this paper studies (1) the use of Bayesian models to estimate the probability distribution of actions played by a strong player, (2) the incorporation of such models into NaiveMCTS, a MCTS algorithm designed for games with combinatorial branching factors. We call this approach informed MCTS, since it exploits prior information about the game in the form of a probability distribution of actions. We evaluate its performance in the μRTS game simulator, significantly outperforming the previous state of the art.
AlphaGO最近的成功表明,将机器学习与蒙特卡罗树搜索(MCTS)结合起来,以提高在具有大分支因素的游戏中的性能是可能的。本文探讨的问题是,类似的想法是否可以应用于具有更大分支元素的游戏类型:即时战略游戏。具体而言,本文研究了(1)使用贝叶斯模型来估计强玩家所采取的行动的概率分布,(2)将这些模型纳入为具有组合分支因素的博弈设计的MCTS算法NaiveMCTS。我们称这种方法为知情MCTS,因为它以行动概率分布的形式利用了关于游戏的先验信息。我们在μRTS游戏模拟器中评估了它的性能,显着优于以前的艺术状态。
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引用次数: 24
Improved LinUCT and its evaluation on incremental random-feature tree 改进的LinUCT及其对增量随机特征树的评价
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860440
Yusaku Mandai, Tomoyuki Kaneko
UCT is a standard method of Monte Carlo tree search (MCTS) algorithms, which have been applied to various domains and have achieved remarkable success. This study proposes a family of Leaf-LinUCT, which are improved LinUCT algorithms incorporating LinUCB into MCTS. LinUCB outperforms UCB1 in contextual multi-armed bandit problems, owing to a kind of online learning with ridge regression. However, due to the minimax structure of game trees, ridge regression in LinUCB does not always work well in the context of tree search. In this paper, we remedy the problem and extend our previous work on LinUCT in two ways: (1) by restricting teacher data for regression to the frontier nodes in a current search tree, and (2) by adjusting the feature vector of each internal node to the weighted mean of the feature vector of the descendant nodes. We also present a new synthetic model, incremental-random-feature tree, by extending the standard incremental random tree model. In our model, each node has a feature vector that represents the characteristics of the corresponding position. The elements of a feature vector in a node are randomly changed from those in its parent node by each move, as the heuristic score of a node is randomly changed by each move in the standard incremental random tree model. The experimental results show that our Leaf-LinUCT outperformed UCT and existing LinUCT algorithms, in the incremental-random-feature treeand a synthetic game studied in [1].
UCT是蒙特卡罗树搜索(MCTS)算法的一种标准方法,已被应用于各个领域,并取得了显著的成功。本研究提出了一个Leaf-LinUCT家族,它是将LinUCB纳入MCTS的改进的LinUCT算法。LinUCB在上下文多臂强盗问题上优于UCB1,这是由于一种带脊回归的在线学习。然而,由于博弈树的极大极小结构,LinUCB中的脊回归在树搜索的情况下并不总是工作得很好。在本文中,我们解决了这个问题,并通过两种方式扩展了我们之前在LinUCT上的工作:(1)通过将教师数据限制在当前搜索树的前沿节点上进行回归,(2)通过将每个内部节点的特征向量调整为后代节点特征向量的加权平均值。通过扩展标准的增量随机树模型,提出了一种新的综合模型——增量随机特征树。在我们的模型中,每个节点都有一个特征向量,表示对应位置的特征。在标准的增量随机树模型中,每个节点的启发式分数随每次移动而随机改变,因此每个节点的特征向量元素随每次移动而随机改变其父节点的元素。实验结果表明,在[1]研究的增量随机特征树和合成博弈中,我们的Leaf-LinUCT优于UCT和现有的LinUCT算法。
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引用次数: 0
Sonancia: A multi-faceted generator for horror Sonancia:恐怖的多面生成器
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860445
P. Lopes, Antonios Liapis, Georgios N. Yannakakis
Fear and tension are the primary emotions elicited by the genre of horror, a peculiar characteristic for media whose sole purpose is to entertain. The audience is often lead into tense and fearful situations, meticulously crafted by the authors using a narrative progression and a combination of visual and auditory stimuli. This paper presents a playable demonstration of the Sonancia system, a multi-faceted content generator for 3D horror games, with the capability of generating levels and their corresponding soundscapes. Designers can also guide the level generation process, by defining an intended progression of tension, which the level generator and sonification will adhere to.
恐惧和紧张是恐怖题材引发的主要情绪,这是唯一目的是娱乐的媒体的独特特征。读者经常被引导到紧张和恐惧的情境中,这是作者通过叙事进程和视觉和听觉刺激的结合精心设计的。本文介绍了Sonancia系统的可玩性演示,该系统是3D恐怖游戏的多面内容生成器,具有生成关卡及其相应音景的能力。设计师还可以通过定义关卡生成器和音效所遵循的紧张进程来指导关卡生成过程。
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引用次数: 1
A holistic approach for semantic-based game generation 基于语义的游戏生成的整体方法
Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860386
Owen Sacco, Antonios Liapis, Georgios N. Yannakakis
The Web contains vast sources of content that could be reused to reduce the development time and effort to create games. However, most Web content is unstructured and lacks meaning for machines to be able to process and infer new knowledge. The Web of Data is a term used to describe a trend for publishing and interlinking previously disconnected datasets on the Web in order to make them more valuable and useful as a whole. In this paper, we describe an innovative approach that exploits Semantic Web technologies to automatically generate games by reusing Web content. Existing work on automatic game content generation through algorithmic means focuses primarily on a set of parameters within constrained game design spaces such as terrains or game levels, but does not harness the potential of already existing content on the Web for game generation. We instead propose a holistic and more generally-applicable game generation solution that would identify suitable Web information sources and enrich game content with semantic meta-structures.
Web包含大量的内容资源,这些内容可以重复使用,从而减少游戏开发的时间和精力。然而,大多数Web内容是非结构化的,缺乏机器处理和推断新知识的意义。Web of Data是一个术语,用于描述一种趋势,即在Web上发布和连接先前断开的数据集,以使它们作为一个整体更有价值和有用。在本文中,我们描述了一种利用语义Web技术通过重用Web内容来自动生成游戏的创新方法。现有的通过算法自动生成游戏内容的工作主要集中在受限的游戏设计空间(如地形或游戏关卡)内的一系列参数,但并没有利用网络上已有内容的潜力来生成游戏。相反,我们提出了一个整体的、更普遍适用的游戏生成解决方案,它将识别合适的Web信息源,并用语义元结构丰富游戏内容。
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引用次数: 6
Learning opening books in partially observable games: Using random seeds in Phantom Go 在部分可观察的游戏中学习打开书籍:在《幻影Go》中使用随机种子
Pub Date : 2016-07-08 DOI: 10.1109/CIG.2016.7860389
T. Cazenave, Jialin Liu, F. Teytaud, O. Teytaud
Many artificial intelligences (AIs) are randomized. One can be lucky or unlucky with the random seed; we quantify this effect and show that, maybe contrarily to intuition, this is far from being negligible. Then, we apply two different existing algorithms for selecting good seeds and good probability distributions over seeds. This mainly leads to learning an opening book. We apply this to Phantom Go, which, as all phantom games, is hard for opening book learning. We improve the winning rate from 50% to 70% in 5×5 against the same AI, and from approximately 0% to 40% in 5×5, 7×7 and 9×9 against a stronger (learning) opponent.
许多人工智能(ai)是随机的。随机的种子可以是幸运的,也可以是不幸的;我们量化了这种影响,并表明,也许与直觉相反,这远非微不足道。然后,我们应用两种不同的现有算法来选择好的种子和种子上的好的概率分布。这主要导致学习一本打开的书。我们将此应用于幻影围棋,与所有幻影游戏一样,它很难通过书本学习。在5×5中,我们将胜率从50%提高到70%,在5×5、7×7和9×9中,我们将胜率从大约0%提高到40%,以对抗更强大的(学习)对手。
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引用次数: 8
Analyzing the robustness of general video game playing agents 一般视频游戏代理的鲁棒性分析
Pub Date : 2016-07-02 DOI: 10.1109/CIG.2016.7860430
Diego Perez Liebana, Spyridon Samothrakis, J. Togelius, T. Schaul, S. Lucas
This paper presents a study on the robustness and variability of performance of general video game-playing agents. Agents analyzed includes those that won the different legs of the 2014 and 2015 General Video Game AI Competitions, and two sample agents distributed with its framework. Initially, these agents are run in four games and ranked according to the rules of the competition. Then, different modifications to the reward signal of the games are proposed and noise is introduced in either the actions executed by the controller, their forward model, or both. Results show that it is possible to produce a significant change in the rankings by introducing the modifications proposed here. This is an important result because it enables the set of human-authored games to be automatically expanded by adding parameter-varied versions that add information and insight into the relative strengths of the agents under test. Results also show that some controllers perform well under almost all conditions, a testament to the robustness of the GVGAI benchmark.
本文研究了一般视频游戏代理的鲁棒性和可变性。分析的代理包括2014年和2015年通用电子游戏人工智能竞赛中不同回合的赢家,以及与其框架一起分发的两个样本代理。最初,这些代理在四场比赛中运行,并根据比赛规则进行排名。然后,对游戏的奖励信号进行不同的修改,并在控制器执行的动作、它们的前向模型或两者中引入噪声。结果表明,通过引入本文提出的修改,有可能使排名发生重大变化。这是一个重要的结果,因为它可以通过添加参数变化版本来自动扩展人类创作的游戏集,这些版本可以添加信息并洞察被测代理的相对优势。结果还表明,一些控制器在几乎所有条件下都表现良好,证明了GVGAI基准的鲁棒性。
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引用次数: 18
期刊
2016 IEEE Conference on Computational Intelligence and Games (CIG)
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