A reinforcement learning approach for the circle agent of geometry friends

Joao Quiterio, R. Prada, Francisco S. Melo
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引用次数: 13

Abstract

Geometry Friends (GF) is a physics-based platform game, used in one of the AI competitions of the IEEE CIG Conference in 2013 and 2014. The game engages two characters, a circle and a rectangle, in a cooperative challenge involving collecting a set of objects in a 2D platform world. In this work, we propose a novel learning approach to the control of the circle character that circumvents the excessive specialization to the public levels in the competition observed in the other existing solutions for GF. Our approach proposes a method that partitions solving a level of GF into three sub-tasks: solving one platform (SP1), deciding the next platform to solve (SP2) and moving from one platform to another (SP3). We use reinforcement learning to solve SP1 and SP3 and a depth-first search to solve SP2. The quality of the agent implemented was measured against the performance of the winner of the Circle Track of the 2014 GF Game AI Competition, CIBot. Our results show that our agent is able to successfully overcome the over-specialization to the public levels, showing comparatively better performance on the private levels.
几何朋友圈代理的一种强化学习方法
几何之友(GF)是一款基于物理的平台游戏,在2013年和2014年IEEE CIG大会的AI竞赛中使用。这款游戏中有两个角色,一个是圆形,一个是矩形,他们需要在2D平台世界中收集一系列物品。在这项工作中,我们提出了一种新的学习方法来控制圆形特征,以避免在其他现有的GF解决方案中观察到的竞争中过度专业化到公共水平。我们提出了一种将求解一级GF划分为三个子任务的方法:求解一个平台(SP1),确定下一个要求解的平台(SP2)和从一个平台迁移到另一个平台(SP3)。我们使用强化学习来解决SP1和SP3,并使用深度优先搜索来解决SP2。实现的代理的质量是根据2014年GF游戏人工智能竞赛的圆圈赛道冠军CIBot的表现来衡量的。我们的研究结果表明,我们的代理能够成功地克服公共层面的过度专业化,在私人层面上表现出相对更好的性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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