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

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Keynote speech III: Computer go research - The challenges ahead 主题演讲三:计算机研究——未来的挑战
Pub Date : 2015-08-01 DOI: 10.1109/CIG.2015.7317659
Martin Müller
With the success of Monte Carlo Tree Search, the game of Go has become a focus of games research. Recently, deep convolutional neural networks have achieved human-level performance in predicting master moves. Even before that, machine learning techniques have been used very successfully as an automated way to improve the domain knowledge in Go programs. Go programs have now reached a level close to top amateur players. In order to challenge professional level players, we must combine the three pillars of modern Go programs — search, knowledge, and simulation — in a high performance system, possibly running on massively parallel hardware. This talk will summarize recent progress in this exciting field, and outline a research strategy for boosting the performance of Go programs to the next level.
随着蒙特卡洛树搜索的成功,围棋已经成为游戏研究的热点。最近,深度卷积神经网络在预测棋手动作方面已经达到了人类水平。甚至在此之前,机器学习技术已经非常成功地作为一种自动化的方式来提高Go程序中的领域知识。围棋程序现在已经达到了接近顶级业余棋手的水平。为了挑战专业水平的棋手,我们必须将现代围棋程序的三大支柱——搜索、知识和模拟——结合在一个高性能系统中,可能在大规模并行硬件上运行。本讲座将总结这一令人兴奋的领域的最新进展,并概述将围棋程序的性能提升到下一个水平的研究策略。
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引用次数: 0
Keynote speech II: General video game AI: Challenges and applications 主题演讲II:通用电子游戏AI:挑战与应用
Pub Date : 2015-08-01 DOI: 10.1109/CIG.2015.7317658
S. Lucas
Although AI has excelled at many narrowly defined problems, it is still very far from achieving human-like performance in terms of solving problems that it was not specifically programmed for: hence the challenge of artificial general intelligence (AGI) was developed to foster more general AI research. A promising way to address this is to pose the challenge of learning to play video games without knowing any details of the games in advance. In order to study this in a systematic way the General Video Game AI (http://gvgai.net) competition series was created. This provides an excellent challenge for computational intelligence and AI methods and initial results indicate often good though somewhat patchy performance from simulation-based methods such as Monte Carlo Tree Search and Rolling Horizon Evolutionary Algorithms. Observing where these methods succeed and fail leads to the conclusion that there is still much scope for further developing algorithms that mix simulation with long-term learning. While running the competitions we have built up a large set of GVGAI players. This large pool of adaptive players leads on to very appealing potential applications in automated and semi-automated game design where the player-set can be used to evaluate novel games and new parameter settings of existing games. Initial explorations of this idea will be discussed.
尽管人工智能在许多狭义的问题上表现出色,但在解决没有专门为其编程的问题方面,它还远未达到类似人类的表现:因此,开发通用人工智能(AGI)的挑战是为了促进更通用的人工智能研究。解决这一问题的一个有效方法是,让玩家在事先不了解任何游戏细节的情况下学习玩电子游戏。为了以一种系统的方式研究这一点,我们创造了General Video Game AI (http://gvgai.net)竞赛系列。这为计算智能和人工智能方法提供了一个极好的挑战,最初的结果表明,基于模拟的方法(如蒙特卡罗树搜索和滚动地平线进化算法)的性能通常很好,尽管有些不完整。通过观察这些方法的成功和失败,我们可以得出结论:将模拟与长期学习相结合的算法仍有很大的发展空间。在举办比赛的过程中,我们已经建立了一大批GVGAI玩家。这一大群自适应玩家将在自动化和半自动化游戏设计中带来非常有吸引力的潜在应用,即玩家集可用于评估新游戏和现有游戏的新参数设置。我们将讨论对这一想法的初步探索。
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引用次数: 0
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games 2014年IEEE计算智能与游戏会议论文集
Pub Date : 2014-01-01 DOI: 10.1109/CIG.2014.6932871
Paolo Burelli, G. Triantafyllidis, I. Patras
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引用次数: 3
Evolving multimodal networks for multitask games 多任务博弈的进化多模态网络
Pub Date : 2011-09-29 DOI: 10.1109/CIG.2011.6031995
Jacob Schrum, R. Miikkulainen
Intelligent opponent behavior helps make video games interesting to human players. Evolutionary computation can discover such behavior, especially when the game consists of a single task. However, multitask domains, in which separate tasks within the domain each have their own dynamics and objectives, can be challenging for evolution. This paper proposes two methods for meeting this challenge by evolving neural networks: 1) Multitask Learning provides a network with distinct outputs per task, thus evolving a separate policy for each task, and 2) Mode Mutation provides a means to evolve new output modes, as well as a way to select which mode to use at each moment. Multitask Learning assumes agents know which task they are currently facing; if such information is available and accurate, this approach works very well, as demonstrated in the Front/Back Ramming game of this paper. In contrast, Mode Mutation discovers an appropriate task division on its own, which may in some cases be even more powerful than a human-specified task division, as shown in the Predator/Prey game of this paper. These results demonstrate the importance of both Multitask Learning and Mode Mutation for learning intelligent behavior in complex games.
聪明的对手行为有助于让电子游戏对人类玩家来说更有趣。进化计算可以发现这种行为,特别是当游戏由单一任务组成时。然而,在多任务领域中,领域内的独立任务每个都有自己的动态和目标,这对进化来说是具有挑战性的。本文提出了通过进化神经网络来应对这一挑战的两种方法:1)多任务学习提供了一个每个任务具有不同输出的网络,从而为每个任务演化出单独的策略;2)模式突变提供了一种进化新的输出模式的方法,以及一种选择在每个时刻使用哪种模式的方法。多任务学习假设智能体知道他们当前面临的任务;如果这些信息是可用且准确的,那么这种方法就会非常有效,正如本文的前/后夯游戏所展示的那样。相比之下,Mode Mutation自己发现了一个适当的任务划分,在某些情况下,它可能比人类指定的任务划分更强大,如本文的捕食者/猎物游戏所示。这些结果证明了多任务学习和模式突变对于学习复杂游戏中的智能行为的重要性。
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引用次数: 32
AI and computational intelligence for real-time strategy games 实时策略游戏的人工智能和计算智能
Pub Date : 2010-09-30 DOI: 10.1109/ITW.2010.5593384
Johan Hagelbäck, S. Johansson, M. Preuss
Real-time strategy games (RTS) are an active area of research as well as a popular branch of industrial game production, with high commercial interest. Although player satisfaction is the ultimate goal also for these games, they are usually too complex to come up with human-level AI that is not cheating. In consequence, for RTS games it is as desirable to play well as it is to make the game interesting. Also, RTS games have many aspects that call for CI or other innovative methods, as strategy, tactics, resource management, and many more. The task of the special session is to advance the state of research on RTS by new methods or new applications of methods, new concepts, and also the analysis of existing methods or problems.
即时战略游戏(RTS)是一个活跃的研究领域,也是工业游戏生产的一个流行分支,具有很高的商业利益。尽管玩家满意度也是这些游戏的最终目标,但它们通常过于复杂,无法设计出不作弊的人类级别AI。因此,对于RTS游戏来说,玩得好和让游戏变得有趣同样重要。此外,RTS游戏有许多方面需要CI或其他创新方法,如战略、战术、资源管理等等。特别会议的任务是通过新方法或新方法的新应用,新概念,以及对现有方法或问题的分析来推进RTS的研究状况。
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引用次数: 0
Pac-mAnt: Optimization based on ant colonies applied to developing an agent for Ms. Pac-Man 《吃豆人》:基于蚁群的优化方法应用于开发《吃豆人》代理
Pub Date : 2010-01-01 DOI: 10.1109/ITW.2010.5593319
Emilio Martín, Moisés Martínez, Gustavo Recio, Y. Sáez
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引用次数: 3
Decentralized Decision Making in the Game of Tic-tac-toe 一字棋游戏中的分散决策
Pub Date : 2006-05-22 DOI: 10.1109/CIG.2006.311678
E. Soedarmadji
Traditionally, the game of Tic-tac-toe is a pencil and paper game played by two people who take turn to place their pieces on a 3times3 grid with the objective of being the first player to fill a horizontal, vertical, or diagonal row with their pieces. What if instead of having one person playing against another, one person plays against a team of nine players, each of whom is responsible for one cell in the 3times3 grid? In this new way of playing the game, the team has to coordinate its players, who are acting independently based on their limited information. In this paper, we present a solution that can be extended to the case where two such teams play against each other, and also to other board games. Essentially, the solution uses a decentralized decision making, which at first seems to complicate the solution. However, surprisingly, we show that in this mode, an equivalent level of decision making ability comes from simple components that reduce system complexity
传统上,井字游戏是一种纸笔游戏,由两个人轮流在3乘3的网格上放置棋子,目标是第一个将棋子填满水平、垂直或对角线。如果不是一个人对抗另一个人,而是一个人对抗一个由9个玩家组成的团队,每个人负责3x3网格中的一个单元格,情况会怎样?在这种新的游戏方式中,团队必须协调其玩家,他们根据有限的信息独立行动。在本文中,我们提出了一种解决方案,可以扩展到两个这样的团队相互对抗的情况,也可以扩展到其他棋盘游戏。从本质上讲,该解决方案使用了分散的决策制定,乍一看似乎使解决方案复杂化。然而,令人惊讶的是,我们表明,在这种模式下,等效水平的决策能力来自于降低系统复杂性的简单组件
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引用次数: 7
期刊
2016 IEEE Conference on Computational Intelligence and Games (CIG)
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