Game State Evaluation Heuristics in General Video Game Playing

Bruno Santos, H. Bernardino
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引用次数: 1

Abstract

In General Game Playing (GGP), artificial intelligence methods play a diverse set of games. The General Video Game AI Competition (GVGAI) is one of the most famous GGP competitions, where controllers measure their performance in games inspired by the Atari 2600 console. Here, the GVGAI framework is used. In games where the controller can perform simulations to develop its game plan, recognizing the chance of victory/defeat of the possible resulting states is an essential feature for decision making. In GVGAI, the creation of appropriate evaluation criteria is a challenge as the algorithm has no previous information regarding the game, such as win conditions and score rewards. We propose here the use of (i) avatar-related information provided by the game, (ii) spacial exploration encouraging and (iii) knowledge obtained during gameplay in order to enhance the evaluation of game states. Also, a penalization approach is adopted. A study is presented where these techniques are combined with two GVGAI algorithms, namely, Rolling Horizon Evolutionary Algorithm (RHEA) and Monte Carlo Tree Search (MCTS). Computational experiments are performed using 20 deterministic and stochastic games, and the results obtained by the proposed methods are compared to those found by their baseline techniques and other methods from the literature. We observed that the proposed techniques (i) presented a larger number of wins and F1-Scores than those found by their original versions and (ii) obtained competitive solutions when compared to those found by methods from the literature.
一般电子游戏中的博弈状态评价启发式
在通用游戏玩法(GGP)中,人工智能方法可以玩各种各样的游戏。通用电子游戏人工智能竞赛(GVGAI)是最著名的人工智能竞赛之一,控制器在雅达利2600游戏机的启发下衡量他们在游戏中的表现。这里使用的是GVGAI框架。在控制器可以执行模拟来制定游戏计划的游戏中,识别可能结果状态的胜利/失败机会是决策制定的基本特征。在GVGAI中,创建适当的评估标准是一个挑战,因为算法没有关于游戏的先前信息,例如获胜条件和得分奖励。我们建议使用(i)游戏提供的与角色相关的信息,(ii)鼓励空间探索,(iii)在游戏过程中获得的知识,以增强对游戏状态的评估。此外,还采用了惩罚方法。本文将这些技术与两种GVGAI算法,即滚动地平线进化算法(RHEA)和蒙特卡罗树搜索(MCTS)相结合。利用20个确定性和随机博弈进行了计算实验,并将所提出方法的结果与基线技术和文献中其他方法的结果进行了比较。我们观察到,所提出的技术(i)比原始版本提供了更多的胜利和f1分数,(ii)与文献中发现的方法相比,获得了具有竞争力的解决方案。
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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