2015 IEEE Conference on Computational Intelligence and Games (CIG)最新文献

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A data-driven approach for online adaptation of game difficulty 一种数据驱动的在线游戏难度调整方法
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317918
Haiyan Yin, Linbo Luo, Wentong Cai, Y. Ong, J. Zhong
{"title":"A data-driven approach for online adaptation of game difficulty","authors":"Haiyan Yin, Linbo Luo, Wentong Cai, Y. Ong, J. Zhong","doi":"10.1109/CIG.2015.7317918","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317918","url":null,"abstract":"Dynamic adaptation of games with the objective of catering to the individual players' level of standard is an emerging and challenging research area of artificial intelligence in digital game. In this paper, we propose a data-driven approach for dynamic adaptation of game scenario difficulties. The goal is to fit the performance of the player to the desired conditions set by the designer. To this end, the data on player's in-game performance and dynamic game states are utilized for making adaptation decisions. Trained artificial neural networks are used to capture the relationship between dynamic game state, player performance, adaptation decision and the resultant game difficulty. Based on the predicted difficulty, adaptation of both direction and magnitude can be performed more effectively. Experimental study on a training game application is presented to demonstrate the efficiency and stability of the proposed approach.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"46 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":"128149694","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}
引用次数: 12
Investigating MCTS modifications in general video game playing 调查MCTS在一般电子游戏中的修改
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317937
F. Frydenberg, Kasper R. Andersen, S. Risi, J. Togelius
{"title":"Investigating MCTS modifications in general video game playing","authors":"F. Frydenberg, Kasper R. Andersen, S. Risi, J. Togelius","doi":"10.1109/CIG.2015.7317937","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317937","url":null,"abstract":"While Monte Carlo tree search (MCTS) methods have shown promise in a variety of different board games, more complex video games still present significant challenges. Recently, several modifications to the core MCTS algorithm have been proposed with the hope to increase its effectiveness on arcade-style video games. This paper investigates of how well these modifications perform in general video game playing using the general video game AI (GVG-AI) framework and introduces a new MCTS modification called UCT reverse penalty that penalizes the MCTS controller for exploring recently visited children. The results of our experiments show that a combination of two MCTS modifications can improve the performance of the vanilla MCTS controller, but the effectiveness of the modifications highly depends on the particular game being played.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"22 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":"124812297","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}
引用次数: 32
Evolvable fashion-based cellular automata for generating cavern systems 用于生成洞穴系统的基于进化时尚的元胞自动机
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317958
D. Ashlock
{"title":"Evolvable fashion-based cellular automata for generating cavern systems","authors":"D. Ashlock","doi":"10.1109/CIG.2015.7317958","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317958","url":null,"abstract":"Cellular automata can be used to rapidly generate complex images. This study introduces fashion-based cellular automata as a new representation for generating cavern-like level maps. Fashion-based automata are defined by a competition matrix that defines the benefit to a given cell state of having a neighbor of each possible cell state. A simple fitness function permits this type of automata to be evolved to produce a variety of level maps. A parameter study is performed and a variety of level maps are evolved with a toroidal grid, ensuring that the level maps tile. The parameter study demonstrates a robustness of the fashion based representation to the variation of parameters. The appearance of a given cavern-like level is encoded in the evolved automaton rule permitting the creation of many levels with a similar character simply by varying initial conditions. The cellular automata rules function in local neighborhoods meaning that the level generation system scales smoothly to any desired level map size.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"9 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":"131422672","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}
引用次数: 17
Convergence and correctness analysis of Monte-Carlo tree search algorithms: A case study of 2 by 4 Chinese dark chess 蒙特卡罗树搜索算法的收敛性及正确性分析——以2 × 4中国黑棋为例
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317963
Hung-Jui Chang, Chih-wen Hsueh, T. Hsu
{"title":"Convergence and correctness analysis of Monte-Carlo tree search algorithms: A case study of 2 by 4 Chinese dark chess","authors":"Hung-Jui Chang, Chih-wen Hsueh, T. Hsu","doi":"10.1109/CIG.2015.7317963","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317963","url":null,"abstract":"The convergence and correctness of the UCT algorithm is a hot research problem. Previous research has shown the convergence of UCT-based algorithm on simultaneous turns or random turns games, but little is known for traditional alternating turns games. In this paper, we analyze the performance of the UCT algorithm in a 2-player imperfect information alternating turns game, 2 × 4 Chinese dark chess (CDC). The performance of the UCT algorithm is measured by the correctness rate and convergence speed. The correctness is defined by the percentage that the UCT algorithm outputs the same move with the one having the best game theoretic value. The convergence speed is defined by the entropy of a set of moves, which are output by the UCT algorithm using the same number of iterations. Experimental result shows the convergence of the UCT algorithm in the CDC, which can also be applied to explain the existence of diminishing returns in the UCT algorithm. Experimental result also shows an UCT algorithm does not always output moves with the best game theoretic value, but these with the highest chance of winning.","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":"122173118","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}
引用次数: 5
Evolving strategies to help resolve tragedy of the commons social dilemmas 不断发展的策略,以帮助解决悲剧的公地社会困境
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317905
G. Greenwood
{"title":"Evolving strategies to help resolve tragedy of the commons social dilemmas","authors":"G. Greenwood","doi":"10.1109/CIG.2015.7317905","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317905","url":null,"abstract":"Social dilemmas require individuals to choose between their own interests (by defecting) or group interests (by cooperating). N-player mathematical games such as public goods games have been extensively investigated to identify circumstances that promote cooperation in social dilemmas. In this paper the tragedy of the commons, a related social dilemma, is investigated. The population consists of cooperators, defectors and altruists. It is shown it is possible to evolve strategies that resolve (i.e., solve) a tragedy of the commons social dilemma. It will also be shown how trigger strategies can significantly increase cooperation levels in the population. Proximate explanations for why these trigger strategies work are offered.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"57 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":"123801862","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}
引用次数: 2
Automatic mapping of human behavior data to personality model parameters for traffic simulations in virtual environments 虚拟环境交通仿真中人类行为数据到人格模型参数的自动映射
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317925
Steffen Kampmann, Sven Seele, R. Herpers, Peter Becker, C. Bauckhage
{"title":"Automatic mapping of human behavior data to personality model parameters for traffic simulations in virtual environments","authors":"Steffen Kampmann, Sven Seele, R. Herpers, Peter Becker, C. Bauckhage","doi":"10.1109/CIG.2015.7317925","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317925","url":null,"abstract":"We present an approach towards automatic parameter identification for personality models in traffic simulation telemetry. To this end, we compare the behavior data of human and artificial drivers in the same virtual environment. We record the driving behaviors of human subjects in a car simulator and use evolutionary strategies to infer parameters of models of artificial drivers from the recorded data. We evaluate our approach in several prototypic traffic situations in which we compare the resulting artificial agents against human drivers as well as against simple baseline implementations of artificial drivers. As a result, we show that particular ranges of parameters of a driver profile can be inferred for which the simulated driving behavior does not change. We further show that precision depends on the amount of data and the scenarios in which these were recorded. The proposed method can also be applied to compare human and artificial driving behavior.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"49 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":"130083372","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}
引用次数: 5
Systems for player reputation with NPC agents 玩家与NPC代理人的声誉系统
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317670
J. A. Brown, Qiang Qu
{"title":"Systems for player reputation with NPC agents","authors":"J. A. Brown, Qiang Qu","doi":"10.1109/CIG.2015.7317670","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317670","url":null,"abstract":"This paper examines how current methods of reputation from applications such as social networks could be applied to single player games. This allows for a more realistic transfer of information between Non-Player Characters (NPCs) allowing them to act within the narrative with expected behaviors. Current information transfers are examined and demonstrate an omnipresent and instantaneous transmission of information between NPCs. Methods from social networks are surveyed and expected challenges based on the application area of games are examined, primarily the restrictions of narrative and time compression.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"5 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":"130425448","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}
引用次数: 4
Towards generating arcade game rules with VGDL 用VGDL生成街机游戏规则
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317941
Thorbjørn S. Nielsen, Gabriella A. B. Barros, J. Togelius, M. Nelson
{"title":"Towards generating arcade game rules with VGDL","authors":"Thorbjørn S. Nielsen, Gabriella A. B. Barros, J. Togelius, M. Nelson","doi":"10.1109/CIG.2015.7317941","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317941","url":null,"abstract":"We describe an attempt to generate complete arcade games using the Video Game Description Language (VGDL) and the General Video Game Playing environment (GVG-AI). Games are generated by an evolutionary algorithm working on genotypes represented as VGDL descriptions. In order to direct evolution towards good games, we need an evaluation function that accurately estimates game quality. The evaluation function used here is based on the differential performance of several game-playing algorithms, or Relative Algorithm Performance Profiles (RAPP): it is assumed that good games allow good players to play better than bad players. For the purpose of such evaluations, we introduce two new game tree search algorithms, DeepSearch and Explorer; these perform very well on benchmark games and constitute a substantial subsidiary contribution of the paper. In the end, the attempt to generate arcade games is only partially successful, as some of the games have interesting design features but are barely playable as generated. An analysis of these shortcomings yields several suggestions to guide future attempts at arcade game generation.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"18 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":"129764511","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}
引用次数: 48
Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP) 教程1:电子游戏描述语言(VGDL)和为通用电子游戏玩法(GVGP)创建代理的挑战
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317661
Diego Perez
{"title":"Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP)","authors":"Diego Perez","doi":"10.1109/CIG.2015.7317661","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317661","url":null,"abstract":"Games have attracted many AI researchers over the last decades, allowing to benchmark multiple and varied simulated environments to test AI algorithms in. It is not rare that information about the game played is supplied in order to help the algorithm to achieve better results. This may pose a problem: in some cases it is debatable if the success of a given technique is due to the algorithm itself or to the heuristics employed. In the worse case scenario, one could argue that the research outcome is of little interest to AI because it is too tailored to the game used. General Game Playing (GGP; for board games) and General Video Game Playing (GVGP; for real-time games) are disciplines that try to tackle this issue by employing several games, that must be played by the same algorithm. The number and types of heuristics that can be used is limited by the nature of the problem: domain-specific knowledge can overspecialize the algorithm to one or some of the games, which becomes a problem if some of them are not known in advance. In this tutorial, we will explore the Video Game Description Language (VGDL) and the challenge of creating agents for GVGP. We will use the General Video Game AI (GVGAI) framework, employed for the GVGAI competition, to create different types of controllers, from simple to more complex solutions. These controllers will be able to play, at distinct performance levels, many different games without the need of domain specific heuristics. Furthermore, we will analyze the present and future challenges of GVGAI, as well as the different research opportunities it offers.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"61 13","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120810594","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}
引用次数: 0
An experimental study of action selection mechanisms to create an entertaining opponent 创造有趣对手的行动选择机制的实验研究
2015 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2015-11-05 DOI: 10.1109/CIG.2015.7317939
Nick Sephton, P. Cowling, Nicholas H. Slaven
{"title":"An experimental study of action selection mechanisms to create an entertaining opponent","authors":"Nick Sephton, P. Cowling, Nicholas H. Slaven","doi":"10.1109/CIG.2015.7317939","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317939","url":null,"abstract":"The final step in the Monte Carlo Tree Search algorithm is to select the action to play from the root level of the tree. Experimentation on modifying the selection mechanism has been somewhat limited to date, particularly with respect to consider aspects other than playing strength. This paper investigates the modification of selection mechanism as an attempt to produce a more entertaining opponent in the strategic card game Lords of War. These selection mechanisms are played against our most effective Information Set MCTS agent, and we investigate their performance in terms of measures of performance and complexity. An interesting side effect is that one of the action selection mechanisms results in a significant improvement in ISMCTS play strength. We also experiment with online tuning of configuration parameters in an attempt to create an agent with dynamically scaling play strength.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"56 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":"122642436","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}
引用次数: 11
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