{"title":"Flexible story generation with norms and preferences in computer role playing games","authors":"Edward Booth, John Thangarajah, Fabio Zambetta","doi":"10.1109/CIG.2015.7317953","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317953","url":null,"abstract":"Interactive storytelling is a strength of table-top role playing games as they are facilitated by a game master (GM) who directs the narrative and devises game scenarios. One difficulty with the implementation is the large amount of time, effort and specialist skills that can be required for the creation of such an agent. This paper presents a method for developers to shape the narrative by defining game behaviour in terms of norms and preferences. The system was evaluated with both a case study and a user experiment that showed the users found the system to be both user friendly and suitable for development of games.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"48 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":"128638962","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}
C. Chu, Hisaaki Hashizume, Zikun Guo, Tomohiro Harada, R. Thawonmas
{"title":"Combining pathfmding algorithm with Knowledge-based Monte-Carlo tree search in general video game playing","authors":"C. Chu, Hisaaki Hashizume, Zikun Guo, Tomohiro Harada, R. Thawonmas","doi":"10.1109/CIG.2015.7317898","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317898","url":null,"abstract":"This paper proposes a general video game playing AI that combines a pathfmding algorithm with Knowledge-based Fast-Evolutionary Monte-Carlo tree search (KB Fast-Evo MCTS). This AI is able to acquire knowledge of the game through simulation, select suitable targets on the map using the acquired knowledge, and head to the target in an efficient manner. In addition, improvements have been proposed to handle various features of the GVG-AI platform, including avatar type changes, portals and item usage. Experiments on the GVG-AI Competition framework has shown that our proposed AI can adapt to a wide range of video games, and performs better than the original KB Fast-Evo MCTS controller in 75% of all games tested, with a 64.2% improvement on the percentage of winning.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"52 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":"117285327","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}
Yimeng Zhuang, Shuqin Li, Tom Peters, Chenguang Zhang
{"title":"Improving Monte-Carlo tree search for dots-and-boxes with a novel board representation and artificial neural networks","authors":"Yimeng Zhuang, Shuqin Li, Tom Peters, Chenguang Zhang","doi":"10.1109/CIG.2015.7317912","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317912","url":null,"abstract":"Dots-and-Boxes is a well-known paper-and-pencil, game for two players. It reaches a high level of complexity, posing an interesting challenge for AI development. Previous, board representation techniques for Dots-and-Boxes rely on data, structures like arrays or linked lists to facilitate operations on the, board. These representation techniques usually lack for the ability, to incrementally update information required for efficient move, generation during search. To address this problem a novel board, representation for Dots-and-Boxes is proposed in this paper. It, utilizes game-specific knowledge to classify distinct conditions on, the board and its implementation is based on disjoint-sets. Besides, the novel board representation this paper treats optimizations for, Monte-Carlo Tree Search (MCTS) focusing on artificial neural, networks. Finally we implemented our proposed approach in a new program called QDab and conducted experiments showing, that the new board representation improves the efficiency of basic, operations on the board by more than 6 times. Further tests, against other implementations show the superior playing strength, of our approach.","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":"122523614","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":"A reinforcement learning approach for the circle agent of geometry friends","authors":"Joao Quiterio, R. Prada, Francisco S. Melo","doi":"10.1109/CIG.2015.7317938","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317938","url":null,"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.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"31 15 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":"126561072","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":"Emerging collective intelligence in Othello players evolved by differential evolution","authors":"T. Takahama, S. Sakai","doi":"10.1109/CIG.2015.7317954","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317954","url":null,"abstract":"The evaluation function for game playing is very important. However, it is difficult to make a good evaluation function. In this study, we propose to play Othello using collective intelligence of players. The evaluation functions of the players are learned or optimized by Differential Evolution. The objective value is defined based on the total score of the games with a standard Othello player. In order to generate different types of players, the objective value is slightly changed by introducing the stability of each player. Each player can select a next move using the learned evaluation function. The collective intelligence player selects a move based on majority vote where the move voted by many players is selected. It is shown that the collective intelligence is effective to game players through computer simulation.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"12 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":"130880734","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":"Creating efficient walls using potential fields in real-time strategy games","authors":"Caio Freitas de Oliveira, C. Madeira","doi":"10.1109/CIG.2015.7317921","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317921","url":null,"abstract":"Real-time strategy games (RTS) has been recently the focus of many works in the area of artificial intelligence due to their similarity with real world problems. In this context, only a few papers have addressed the problem to construct walls of buildings that enable to prevent the advancement of the opponents on the map of these games. In this paper, we propose a new model able to efficiently construct walls of buildings using StarCraft Brood War game as a case study. We evaluated our model by comparing it with one of the few solutions proposed by other researchers, as well as the pattern proposed by professional competitors. The results obtained by our model in a competition map are close to those adopted by professionals.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"49 1-2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131519645","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":"Interpreting behaviors of mobile game players from in-game data and context logs","authors":"S. Farooq, Jong-Woong Baek, Kyung-Joong Kim","doi":"10.1109/CIG.2015.7317895","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317895","url":null,"abstract":"Human behaviors can be interpreted based on its routine activities. Since, mobile phones are very common now-a-days, the activities performed on a mobile phone can be an effective tool to judge the behavior of an individual. In this paper, we interpret the behavior of different individuals playing a mobile video game. For this purpose, we developed a “Shoot them up” android based video game and maintained in-game data and context logs for each player in a database. Then, we attempted to analyze the player's position and the skill level based on the data recorded during the game play. We believe that this work will be a good initial study to understand mobile game players.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"14 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":"133437046","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}
Pujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, R. Thawonmas
{"title":"Body motion design and analysis for fighting game interface","authors":"Pujana Paliyawan, Kingkarn Sookhanaphibarn, Worawat Choensawat, R. Thawonmas","doi":"10.1109/CIG.2015.7317960","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317960","url":null,"abstract":"This paper presents a full-body motion-control game interface based on a Kinect device. A set of postures and motions for controlling game characters is presented, and the posture-detection algorithm for each posture is implemented by using a rule-based technique with rule-and-threshold optimization. Our experiments show that the proposed optimization can improve the accuracy of posture detection by 13.70%. The proposed techniques are applied to the fighting game called FightingICE, a game platform in recent CIG competitions.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"42 15","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120865370","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 Go game records for prediction of player attributes","authors":"J. Moudrík, P. Baudis, Roman Neruda","doi":"10.1109/CIG.2015.7317909","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317909","url":null,"abstract":"We propose a way of extracting and aggregating per-move evaluations from sets of Go game records. The evaluations capture different aspects of the games such as played patterns or statistic of sente/gote sequences. Using machine learning algorithms, the evaluations can be utilized to predict different relevant target variables. We apply this methodology to predict the strength and playing style of the player (e.g. territoriality or aggressivity) with good accuracy. We propose a number of possible applications including aiding in Go study, seeding real-work ranks of internet players or tuning of Go-playing programs.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"26 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":"123308268","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":"Emergent bluffing and inference with Monte Carlo Tree Search","authors":"P. Cowling, D. Whitehouse, E. Powley","doi":"10.1109/CIG.2015.7317927","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317927","url":null,"abstract":"In many card and board games, players cannot see the whole game state, with different players seeing different parts of the state. In such games, gathering of information (inference) is a key strategic aspect, to which information hiding (bluffing, among other techniques) is an important countermeasure. Monte Carlo Tree Search (MCTS) is a powerful general-purpose technique for decision making in games. MCTS rose to prominence through successes in combinatorial board games such as Go, but more recently has demonstrated promise in card, board and video games of incomplete information. MCTS can construct robust plans in stochastic environments (making it strong in some games), but in its vanilla form is unable to infer or bluff (making it weak in games where this is a central feature). In this paper, we augment MCTS with mechanisms for performing inference and bluffing. Like all algorithms based on game tree search, MCTS implicitly constructs a model of the opponents' decision processes. We show that this model can be repurposed to perform an approximation of Bayesian inference. We also obtain bluffing behaviour by self-determinization (introducing “impossible” worlds into the agent's pool of sampled states). We test our algorithms on The Resistance, a popular card game based around hidden roles.","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":"128343187","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}