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

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Computational intelligence and cognitive performance assessment games 计算智能和认知表现评估游戏
Pub Date : 2016-07-02 DOI: 10.1109/CIG.2016.7860388
Christoffer Holmgård, J. Togelius, L. Henriksen
In this paper, we present the idea that game design, player modeling, and procedural content generation may offer new methods for modern psychological assessment, allowing for daily cognitive assessment in ways previously unseen. We suggest that games often share properties with psychological tests and that the overlap between the two domains might allow for creating games that contain assessment elements and provide examples from the literature that already show this. While approaches like these are typically seen as adding noise to a particular instrument in a psychometric context, research in player modeling demonstrates that it is possible to extract reliable measures corresponding to psychological constructs from in-game behavior and performance. Given these observations, we suggest that the combination of game design, player modeling, and procedural content generation offers new opportunities for conducting psychometric testing with a higher frequency and a higher degree of personalization than has previously been possible. Finally, we describe how we are currently implementing the first version of this vision in the form of an application for mobile devices that will soon be used in upcoming user studies.
在本文中,我们提出了游戏设计、玩家建模和程序内容生成可能为现代心理评估提供新方法的想法,允许以前所未有的方式进行日常认知评估。我们认为游戏通常与心理测试具有相同的属性,这两个领域之间的重叠可能会让我们创造出包含评估元素的游戏,并提供了已经证明这一点的文献中的例子。虽然像这样的方法通常被视为在心理测量环境中为特定工具添加噪音,但对玩家建模的研究表明,可以从游戏行为和表现中提取与心理结构相对应的可靠测量。考虑到这些观察结果,我们建议将游戏设计、玩家建模和程序内容生成结合起来,为进行比以前更高频率和更高程度的个性化心理测试提供新的机会。最后,我们描述了我们目前如何以移动设备应用程序的形式实现这一愿景的第一个版本,该应用程序将很快用于即将到来的用户研究。
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引用次数: 9
General general game AI 通用通用游戏AI
Pub Date : 2016-07-02 DOI: 10.1109/CIG.2016.7860385
J. Togelius, Georgios N. Yannakakis
Arguably the grand goal of artificial intelligence research is to produce machines with general intelligence: the capacity to solve multiple problems, not just one. Artificial intelligence (AI) has investigated the general intelligence capacity of machines within the domain of games more than any other domain given the ideal properties of games for that purpose: controlled yet interesting and computationally hard problems. This line of research, however, has so far focused solely on one specific way of which intelligence can be applied to games: playing them. In this paper, we build on the general game-playing paradigm and expand it to cater for all core AI tasks within a game design process. That includes general player experience and behavior modeling, general non-player character behavior, general AI-assisted tools, general level generation and complete game generation. The new scope for general general game AI beyond game-playing broadens the applicability and capacity of AI algorithms and our understanding of intelligence as tested in a creative domain that interweaves problem solving, art, and engineering.
可以说,人工智能研究的宏伟目标是制造具有通用智能的机器:能够解决多个问题,而不仅仅是一个问题。人工智能(AI)在游戏领域中对机器的一般智能能力的研究比其他任何领域都要多,因为游戏的理想属性是:可控但有趣且难以计算的问题。然而,到目前为止,这方面的研究只专注于将智力应用于游戏的一种特定方式:玩游戏。在本文中,我们将基于一般的游戏玩法范例并将其扩展到游戏设计过程中的所有核心AI任务。这包括一般的玩家体验和行为建模,一般的非玩家角色行为,一般的ai辅助工具,一般的关卡生成和完整的游戏生成。超越游戏玩法的通用游戏AI的新范围扩大了AI算法的适用性和能力,以及我们对智能的理解,这是在一个涉及解决问题、艺术和工程的创造性领域中进行测试的。
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引用次数: 19
Generating heuristics for novice players 为新手玩家生成启发式信息
Pub Date : 2016-07-02 DOI: 10.1109/CIG.2016.7860407
F. Silva, Aaron Isaksen, J. Togelius, Andy Nealen
We consider the problem of generating compact sub-optimal game-playing heuristics that can be understood and easily executed by novices. In particular, we seek to find heuristics that can lead to good play while at the same time be expressed as fast and frugal trees or short decision lists. This has applications in automatically generating tutorials and instructions for playing games, but also in analyzing game design and measuring game depth. We use the classic game Blackjack as a testbed, and compare condition induction with the RIPPER algorithm, exhaustive-greedy search in statement space, genetic programming and axis-aligned search. We find that all of these methods can find compact well-playing heuristics under the given constraints, with axis-aligned search performing particularly well.
我们考虑的问题是生成紧凑的次优博弈启发式,可以被新手理解和容易执行。特别是,我们试图找到能够带来良好游戏体验的启发式方法,同时将其表达为快速且节俭的树或简短的决策列表。这不仅适用于自动生成游戏教程和指导,也适用于分析游戏设计和衡量游戏深度。以经典游戏Blackjack为实验平台,将条件归纳法与RIPPER算法、语句空间的穷举贪婪搜索、遗传规划和轴对齐搜索进行了比较。我们发现,在给定的约束条件下,所有这些方法都可以找到紧凑的启发式算法,其中轴对齐搜索表现得特别好。
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引用次数: 23
Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game 预测玩家流失率:预测大型在线游戏中玩家离开的隐马尔可夫模型方法
Pub Date : 2016-07-02 DOI: 10.1109/CIG.2016.7860431
M. Tamassia, W. Raffe, R. Sifa, Anders Drachen, Fabio Zambetta, M. Hitchens
Destiny is, to date, the most expensive digital game ever released with a total operating budget of over half a billion US dollars. It stands as one of the main examples of AAA titles, the term used for the largest and most heavily marketed game productions in the games industry. Destiny is a blend of a shooter game and massively multi-player online game, and has attracted dozens of millions of players. As a persistent game title, predicting retention and churn in Destiny is crucial to the running operations of the game, but prediction has not been attempted for this type of game in the past. In this paper, we present a discussion of the challenge of predicting churn in Destiny, evaluate the area under curve (ROC) of behavioral features, and use Hidden Markov Models to develop a churn prediction model for the game.
《命运》是迄今为止发行的最昂贵的数字游戏,总运营预算超过5亿美元。它是AAA级游戏的主要例子之一,AAA级游戏指的是游戏行业中规模最大、营销力度最大的游戏。《命运》是一款射击游戏和大型多人在线游戏的混合体,吸引了数千万玩家。作为一款经久不衰的游戏,预测《命运》的留存率和流失率对游戏的运行至关重要,但过去从未有人尝试过预测这类游戏。在本文中,我们讨论了预测《命运》流失率的挑战,评估了行为特征的曲线下面积(ROC),并使用隐马尔可夫模型来开发游戏的流失率预测模型。
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引用次数: 36
Guns and guardians: Comparative cluster analysis and behavioral profiling in destiny 枪支和监护人:命运中的比较聚类分析和行为分析
Pub Date : 2016-07-02 DOI: 10.1109/CIG.2016.7860423
Anders Drachen, James Green, Chester Gray, Elie Harik, Patty Lu, R. Sifa, D. Klabjan
Behavioral profiling in digital games with persistent online worlds are vital for a variety of tasks ranging from understanding the player community to informing design and business decisions. In this paper behavioral profiles are developed for the online multiplayer shooter/role-playing game Destiny, the most expensive game to be launched to date and a unique hybrid incorporating designs from multiple traditional genres. The profiles are based on playstyle features covering a total of 41 features and over 4,800 randomly selected players at the highest level in the game. Four clustering models were applied (k-means, Gaussian mixture models, k-maxoids and Archetype Analysis) across the two primary game modes in Destiny: Player-versus-Player and Player-versus-Environment. The performance of each model is described and cross-model analysis is used to identify four to five distinct playstyles across each method, using a variety of similarity metrics. Discussion on which model to use in different circumstances is provided. The profiles are translated into design language and the insights they provide into the behavior of Destiny's player base described.
在具有持久在线世界的数字游戏中,行为分析对于理解玩家社区、告知设计和商业决策等各种任务都至关重要。本文针对在线多人射击/角色扮演游戏《命运》(Destiny)进行了行为分析,这是迄今为止发行的最昂贵的游戏,也是一款结合了多种传统类型设计的独特混合游戏。这些资料是基于游戏风格特征,涵盖了41个特征和超过4800名随机选择的最高级别玩家。我们将四种聚类模型(k-means,高斯混合模型,k-maxoids和原型分析)应用于《命运》的两种主要游戏模式:玩家对抗玩家和玩家对抗环境。我们描述了每个模型的性能,并使用不同的相似性指标进行跨模型分析,从而在每种方法中识别出4至5种不同的游戏风格。讨论了在不同情况下使用哪种模型。这些配置文件被转化为设计语言,并为《命运》玩家基础的行为提供洞见。
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引用次数: 24
Hyper-heuristic general video game playing 超启发式一般电子游戏
Pub Date : 2016-07-02 DOI: 10.1109/CIG.2016.7860398
André Mendes, J. Togelius, Andy Nealen
In general video game playing, the challenge is to create agents that play unseen games proficiently. Stochastic tree search algorithms, like Monte Carlo Tree Search, perform relatively well on this task. However, performance is non-transitive: different agents perform best in different games, which means that there is not a single agent that is the best in all the games. Rather, some types of games are dominated by a few agents whereas other different agents dominate other types of games. Thus, it should be possible to construct a hyper-agent that selects from a portfolio, in which constituent sub-agents will play a new game best. Since there is no knowledge about the games, the agent needs to use available features to predict the most suitable algorithm. This work constructs such a hyper-agent using the General Video Game Playing Framework (GVGAI). The proposed method achieves promising results that show the applicability of hyper-heuristics in general video game playing and related tasks.
在一般的电子游戏中,挑战在于创造能够熟练地玩未知游戏的代理。随机树搜索算法,如蒙特卡洛树搜索,在这个任务上表现相对较好。然而,性能是不可传递的:不同的代理在不同的游戏中表现最好,这意味着不存在一个代理在所有游戏中都是最好的。相反,某些类型的游戏是由少数代理主导的,而其他不同的代理主导其他类型的游戏。因此,应该有可能构建一个从投资组合中进行选择的超级代理,其中组成子代理将在新的博弈中发挥最佳作用。由于没有关于游戏的知识,代理需要使用可用的特征来预测最合适的算法。这项工作使用通用视频游戏框架(GVGAI)构建了这样一个超级代理。该方法取得了令人满意的结果,显示了超启发式在一般视频游戏和相关任务中的适用性。
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引用次数: 36
Towards the automatic optimisation of procedural content generators 面向程序内容生成器的自动优化
Pub Date : 2016-06-14 DOI: 10.1109/CIG.2016.7860424
Michael Cook, J. Gow, S. Colton
Procedural generation is important to modern game development as both an artistic implement and an engineering tool. However, developing procedural generators and understanding how they work are both difficult tasks, and even more so for novice developers. In this paper we describe Danesh, a tool to help in analysing, changing and exploring procedural content generators. In particular, we describe several features in Danesh which help a user optimise their procedural generator towards a certain kind of output by automatically changing parameters and evaluating the effect it has on the generator. We compare different approaches to these tasks and describe our future intentions for Danesh's automated features.
程序生成对于现代游戏开发来说非常重要,它既是一种艺术执行工具,也是一种工程工具。然而,开发程序生成器并理解它们的工作原理都是一项困难的任务,对于新手开发者来说更是如此。在本文中,我们描述了Danesh,这是一个帮助分析、改变和探索程序内容生成器的工具。特别是,我们描述了Danesh中的几个功能,这些功能可以帮助用户通过自动改变参数和评估它对生成器的影响来优化他们的程序生成器,以达到某种输出。我们比较了这些任务的不同方法,并描述了我们对Danesh自动化功能的未来意图。
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引用次数: 6
ViZDoom: A Doom-based AI research platform for visual reinforcement learning ViZDoom:基于doom的人工智能研究平台,用于视觉强化学习
Pub Date : 2016-05-06 DOI: 10.1109/CIG.2016.7860433
Michal Kempka, Marek Wydmuch, Grzegorz Runc, Jakub Toczek, Wojciech Jaśkowski
The recent advances in deep neural networks have led to effective vision-based reinforcement learning methods that have been employed to obtain human-level controllers in Atari 2600 games from pixel data. Atari 2600 games, however, do not resemble real-world tasks since they involve non-realistic 2D environments and the third-person perspective. Here, we propose a novel test-bed platform for reinforcement learning research from raw visual information which employs the first-person perspective in a semi-realistic 3D world. The software, called ViZDoom, is based on the classical first-person shooter video game, Doom. It allows developing bots that play the game using the screen buffer. ViZDoom is lightweight, fast, and highly customizable via a convenient mechanism of user scenarios. In the experimental part, we test the environment by trying to learn bots for two scenarios: a basic move-and-shoot task and a more complex maze-navigation problem. Using convolutional deep neural networks with Q-learning and experience replay, for both scenarios, we were able to train competent bots, which exhibit human-like behaviors. The results confirm the utility of ViZDoom as an AI research platform and imply that visual reinforcement learning in 3D realistic first-person perspective environments is feasible.
深度神经网络的最新进展导致了有效的基于视觉的强化学习方法,该方法已被用于从像素数据中获得Atari 2600游戏中的人类级别控制器。然而,雅达利2600游戏并不像现实世界中的任务,因为它们包含非现实的2D环境和第三人称视角。在这里,我们提出了一个新的试验台平台,用于从原始视觉信息中进行强化学习研究,该平台在半真实的3D世界中采用第一人称视角。这款名为ViZDoom的软件是基于经典的第一人称射击游戏《毁灭战士》(Doom)开发的。它允许开发使用屏幕缓冲来玩游戏的机器人。ViZDoom是轻量级的,快速的,并且通过一个方便的用户场景机制高度可定制。在实验部分,我们通过尝试学习两个场景的机器人来测试环境:一个基本的移动射击任务和一个更复杂的迷宫导航问题。在这两种情况下,使用带有Q-learning和经验回放的卷积深度神经网络,我们能够训练出有能力的机器人,它们表现出类似人类的行为。研究结果证实了ViZDoom作为人工智能研究平台的实用性,并暗示在3D逼真的第一人称视角环境中视觉强化学习是可行的。
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引用次数: 625
Keynote speech IV: Where games meet hyper-heuristics 主题演讲四:游戏与超启发式的结合
Pub Date : 2015-08-01 DOI: 10.1109/CIG.2015.7317660
G. Kendall
Hyper-heuristics have been successfully applied in solving a variety of computational search problems. We discuss how a hyper-heuristic can be used to generate adaptive strategies for games. Based on a set of low-level heuristics (or strategies), a hyper-heuristic game player can generate strategies which adapt to both the behaviour of the co-players and the game dynamics. By using a simple heuristic selection mechanism, a number of existing heuristics for specialised games can be integrated into an automated game player. We have developed hyper-heuristics for three games: iterated prisoner's dilemma, repeated Goofspiel and the competitive traveling salesmen problem. The results demonstrate that a hyper-heuristic game player outperforms the low-level heuristics, when used individually in game playing and it can generate adaptive strategies even if the low-level heuristics are deterministic. This methodology provides an efficient way to develop new strategies for games based on existing strategies.
超启发式算法已经成功地应用于解决各种计算搜索问题。我们将讨论如何使用超启发式来生成游戏的自适应策略。基于一组低级启发式(或策略),超启发式游戏玩家可以生成适应合作玩家行为和游戏动态的策略。通过使用简单的启发式选择机制,许多现有的专门游戏的启发式可以集成到自动游戏玩家中。我们已经为三种游戏开发了超启发式方法:反复的囚徒困境,重复的Goofspiel和竞争的旅行推销员问题。结果表明,当在博弈中单独使用低级启发式策略时,超启发式策略优于低级启发式策略,并且即使低级启发式策略是确定性的,它也可以生成自适应策略。这种方法提供了一种基于现有策略开发新游戏策略的有效方法。
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引用次数: 0
Keynote speech I: Co-evolutionary learning in game-playing 主题演讲1:游戏中的共同进化学习
Pub Date : 2015-08-01 DOI: 10.1109/CIG.2015.7317657
X. Yao
Co-evolution has been used widely in automatic learning of game-playing strategies, e.g., for iterated prisoner's dilemma games, backgammon, chess, etc. It is a very interesting form of learning because it learns by interactions only, without any explicit target output information. In other words, the correct choices or moves were not provided as teacher information in learning. Yet co-evolutionary learning is still able to learn high-performance, in comparison to average human performance, game-playing strategies. Interestingly, the research of co-evolutionary learning has not focused on its generalisation ability, in sharp contrast to machine learning in general, where generalisation is at the heart of learning of any form. This talk presents one of the few generic frameworks that are available for measuring generalisation of coevolutionary learning. It enables us to discuss and study generalisation of different co-evolutionary algorithms more objectively and quantitatively. As a result, it enables us to draw more appropriate conclusions about the abilities of our learned game-playing strategies in dealing with totally new and unseens environments (including opponents). The iterated prisoner's dilemma game will be used as an example in this talk to illustrate our theoretical framework and performance improvements we could gain by following this more principled approach to co-evolutionary learning.
协同进化已广泛应用于博弈策略的自动学习,如迭代囚徒困境博弈、西洋双陆棋、国际象棋等。这是一种非常有趣的学习形式,因为它只通过交互进行学习,没有任何明确的目标输出信息。换句话说,正确的选择或动作在学习中没有作为教师信息提供。然而,与人类的平均表现相比,共同进化学习仍然能够学习高性能,游戏策略。有趣的是,共同进化学习的研究并没有关注它的泛化能力,这与一般的机器学习形成鲜明对比,在机器学习中,泛化是任何形式学习的核心。本次演讲将介绍为数不多的可用于测量共同进化学习泛化的通用框架之一。它使我们能够更客观和定量地讨论和研究不同协同进化算法的泛化。因此,它使我们能够得出更恰当的结论,即我们在处理全新和不可见环境(包括对手)时所习得的游戏策略的能力。在这次演讲中,我们将以迭代囚徒困境游戏为例,说明我们的理论框架和性能改进,我们可以通过遵循这种更有原则的方法来进行共同进化学习。
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引用次数: 0
期刊
2016 IEEE Conference on Computational Intelligence and Games (CIG)
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