{"title":"主题演讲II:通用电子游戏AI:挑战与应用","authors":"S. Lucas","doi":"10.1109/CIG.2015.7317658","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"38 1","pages":"17"},"PeriodicalIF":0.0000,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Keynote speech II: General video game AI: Challenges and applications\",\"authors\":\"S. Lucas\",\"doi\":\"10.1109/CIG.2015.7317658\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":6594,\"journal\":{\"name\":\"2016 IEEE Conference on Computational Intelligence and Games (CIG)\",\"volume\":\"38 1\",\"pages\":\"17\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE Conference on Computational Intelligence and Games (CIG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIG.2015.7317658\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2015.7317658","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
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。
Keynote speech II: General video game AI: Challenges and applications
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.