{"title":"StarCraft: Brood War — Strategy powered by the SOMA swarm algorithm","authors":"I. Zelinka, Lubomir Sikora","doi":"10.1109/CIG.2015.7317903","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317903","url":null,"abstract":"This participation is focused on artificial intelligence techniques and their practical use in computer game. The aim is to show how program (based on evolutionary algorithms) can replace a man in the strategy game StarCraft: Brood War. Implementation used in our experiments use classic techniques of artificial intelligence environments, as well as unconventional techniques, such as evolutionary computation. An artificial player, proposed in this paper, is the combination of the decision tree and evolutionary algorithm SOMA. Whole code for experiments was written in the Java programming language. The proposed code provides a simple implementation of the artificial computer player in combination with slightly modified algorithm SOMA. This provides an opportunity for effective, coordinated movement of combat units around the combat landscape. Research reported here has shown potential benefit of evolutionary computation in the field of strategy games.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129767200","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing bots in games with a purpose","authors":"G. Baroffio, Luca Galli, P. Fraternali","doi":"10.1109/CIG.2015.7317947","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317947","url":null,"abstract":"The massive amount of time that people spend in online gaming is being increasingly exploited by a particular kind of Serious Games, the Games with a Purpose (GWAP), used to solve complex problems as a byproduct of a collaborative gameplay. The required tasks are solved by exploiting game mechanics that often require the submission of thousands of players' annotations, to achieve a robust estimate of the results. Gathering a consistent playerbase able to solve computational problems at a scale is extremely difficult, due to better entertainment alternatives on the market and the necessity of pairing each player with another one due to the inherent multiplayer nature of this genre. Artificial players (bots) may be introduced when the online platform has not enough human contributors to employ, but their functional requirements and implementation is much different than the one of traditional videogames. In this work we describe the framework and the design choices that have been used to implement a bot in an existing GWAP for fashion garment image segmentation, showing how supervised methods can be applied effectively to emulate human behaviour in the resolution of computational tasks through gameplay actions.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127762050","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. García-Sánchez, A. Tonda, A. García, Giovanni Squillero, J. J. M. Guervós
{"title":"Towards automatic StarCraft strategy generation using genetic programming","authors":"P. García-Sánchez, A. Tonda, A. García, Giovanni Squillero, J. J. M. Guervós","doi":"10.1109/CIG.2015.7317940","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317940","url":null,"abstract":"Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many research lines aimed at developing Artificial Intelligences, or “bots”, capable of challenging human players, use StarCraft as a platform. Several characteristics make this game particularly appealing for researchers, such as: asymmetric balanced factions, considerable complexity of the technology trees, large number of units with unique features, and potential for optimization both at the strategical and tactical level. In literature, various works exploit evolutionary computation to optimize particular aspects of the game, from squad formation to map exploration; but so far, no evolutionary approach has been applied to the development of a complete strategy from scratch. In this paper, we present the preliminary results of StarCraftGP, a framework able to evolve a complete strategy for StarCraft, from the building plan, to the composition of squads, up to the set of rules that define the bot's behavior during the game. The proposed approach generates strategies as C++ classes, that are then compiled and executed inside the OpprimoBot open-source framework. In a first set of runs, we demonstrate that StarCraftGP ultimately generates a competitive strategy for a Zerg bot, able to defeat several human-designed bots.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116609133","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Mobile EEG & ECG integration system for monitoring physiological states in peforming simulated war game training","authors":"L. Ko, Peng-Wen Lai, Bao-Jun Yang, Chin-Teng Lin","doi":"10.1109/CIG.2015.7317900","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317900","url":null,"abstract":"It is interesting to measure the player's physiological states when playing the exciting war game in the simulated platform. Fresh soldiers are usually asked to perform the simulated shooting task in the military training. However, it is lack to understand the soldier's physiological states, especially he is under threaten, high tension, or big challenge situation. This study intends to develop a mobile EEG and ECG integration system to monitor the player's Electroencephalography (EEG) and Electrocardiography (ECG) signals when performing the simulated war game training. Through the real-time signal processing and implementing the technique on the mobile platform, we can know the player's five major physiological states such as attention, fatigue, stress, emotion and heart rates. Experimental results and demonstration are showed that the proposed integration system is feasible for understanding the military training performance in the future.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116794500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo method","authors":"Naoyuki Sato, Kokolo Ikeda, T. Wada","doi":"10.1109/CIG.2015.7317935","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317935","url":null,"abstract":"In many video games such as role playing games (RPGs) or sports games, computer players act not only as the opponents of the human player but also as team-mates. But computer players as team-mates often behave in a way that human players do not expect, and such mismatches cause bigger dissatisfaction than in the case of computer players as opponents., One of the reasons for such mismatches is that there are several types of sub-goals or play-styles in these games and the AI players act without understanding the human player's preference about them. The purpose of this study is to propose a method for developing computer team-mate players that estimate the sub-goal preferences of the team-mate human player and act according to these preferences., For this purpose, we modeled the preferences of sub-goals as a function and decided the most likely parameters by a multi-strategy Monte-Carlo method, by referring to the past actions selected by the team-mate human player., Additionally, we evaluated the proposed method through two series of experiments, one by using artificial players with various sub-goal preferences and another one by using human players. The experiments showed that the proposed method can estimate their preferences after a few games, and can decrease the dissatisfaction of human players.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133189239","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Co-evolution of strategies for multi-objective games under postponed objective preferences","authors":"Erella Eisenstadt, A. Moshaiov, G. Avigad","doi":"10.1109/CIG.2015.7317915","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317915","url":null,"abstract":"The vast majority of studies that are related to game theory are on Single Objective Games (SOG), also known as single payoff games. Multi-Objective Games (MOGs), which are also termed as multi payoff, multi criteria or vector payoff games, have received lesser attention. Yet, in many practical problems, generally each player cope with multiple objectives that might be contradicting. In such problems, a vector of objective functions must be considered. The common approach to deal with MOGs is to assume that the preferences of the players are known. In such a case a utility function is used, which transforms the MOG into a surrogate SOG., This paper deals with non-cooperative MOGs in a non-traditional way. The zero-sum MOG, which is considered here, involves two players that postponed their objective preferences, allowing them to decide on their preferences after tradeoffs are revealed. To solve such problems we propose a co-evolutionary algorithm based on a worst-case domination relation among sets. The suggested algorithm is tested on a simple differential game (tug-of-war). The obtained results serve to illustrate the approach and demonstrate the applicability of the proposed co-evolutionary algorithm.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133070713","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Building a computer Mahjong player based on Monte Carlo simulation and opponent models","authors":"Naoki Mizukami, Yoshimasa Tsuruoka","doi":"10.1109/CIG.2015.7317929","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317929","url":null,"abstract":"Predicting opponents' moves and hidden states is important in imperfect information games. This paper describes a method for building a Mahjong program that models opponent players and performs Monte Carlo simulation with the models. We decompose an opponent's play into three elements, namely, waiting, winning tiles, and winning scores, and train prediction models for those elements using game records of expert human players. Opponents' moves in the Monte Carlo simulations are determined based on the probability distributions of the opponent models. We have evaluated the playing strength of the resulting program on a popular online Mahjong site “Tenhou”. The program has achieved a rating of 1718, which is significantly higher than that of the average human player.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130291457","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"MCTS with influence map for general video game playing","authors":"Hyun-Soo Park, Kyung-Joong Kim","doi":"10.1109/CIG.2015.7317896","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317896","url":null,"abstract":"In the General Video Game-AI competition in 2014 IEEE Computational Intelligence in Games, Monte Carlo Tree Search (MCTS) outperformed other alternatives. Interestingly, the sample MCTS ranked in the third place. However, MCTS was not always perfect in this problem. For example, it cannot explore enough search space of video games because of time constraints. As a result, if the AI player receives only limited rewards from game environments, it is likely to lose the way and moves almost randomly. In this paper, we propose to use influence map (IM), a numerical representation of influence on the game map, to find a road to rewards over the horizon. We reported average winning ratio improvement over alternatives and successful/unsuccessful cases of our algorithm.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"136 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122909154","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Evaluating team behaviors constructed with human-guided machine learning","authors":"Igor Karpov, Leif M. Johnson, R. Miikkulainen","doi":"10.1109/CIG.2015.7317946","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317946","url":null,"abstract":"Machine learning games such as NERO incorporate adaptive methods such as neuroevolution as an integral part of the gameplay by allowing the player to train teams of autonomous agents for effective behavior in challenging open-ended tasks. However, rigorously evaluating such human-guided machine learning methods and the resulting teams of agent policies can be challenging and is thus rarely done. This paper presents the results and analysis of a large scale online tournament between participants who evolved team agent behaviors and submitted them to be compared with others. An analysis of the teams submitted for the tournament indicates a complex, non-transitive fitness landscape, multiple successful strategies and training approaches, and performance above hand-constructed and random baselines. The tournament and analysis presented provide a practical way to study and improve human-guided machine learning methods and the resulting NPC team behaviors, potentially leading to better games and better game design tools in the future.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115315865","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Perception simulation in social planning for emergent storytelling","authors":"D. Carvalho, E. Clua, A. Paes","doi":"10.1109/CIG.2015.7317922","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317922","url":null,"abstract":"The immersion level of a game is one of the main factors that affect its quality. The higher the immersion, the more connected to the game the player feels. To increase immersion, a number of games try to adapt the story to at least create the illusion that the player's actions and decisions are guiding it. However, this adaptation is often limited, since creating story variations to each of the player's actions would be infeasible. One possible solution, which has been studied in the storytelling area, is to allow the game itself to generate its story as it is being played. One of the main methods for generating stories is based on simulating virtual worlds inhabited with agents to impersonate their characters. Although stories frequently rely on their characters' misunderstandings and knowledge failures to develop interesting situations, most storytelling approaches available in the literature are based on correct and perfect reasoning. As such, they are less likely to make scenarios based on mistakes to emerge. In this paper we enhance a perception simulation method, that allows characters to make wrong but coherent choices, with a reasoning process that deals with uncertainty and the knowledge of the others. Our main goal is to develop story generation capacity in simulation based systems. As test scenario we recreated Little Red Riding Hood story world, with which our method generated coherent variations of the story, where characters made decisions based on perception without recurring to predefined scripts.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115329410","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}