Jr-Chang Chen, Gang-Yu Fan, Shih-Yu Tsai, Ting-Yu Lin, T. Hsu
{"title":"Compressing Chinese dark chess endgame databases","authors":"Jr-Chang Chen, Gang-Yu Fan, Shih-Yu Tsai, Ting-Yu Lin, T. Hsu","doi":"10.1109/CIG.2015.7317932","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317932","url":null,"abstract":"Building endgame databases is a common practice for boosting the performance of many computer game programs. After databases are constructed, we usually apply compression to save space. In order not to decrease the performance of accessing compressed files, we used block-based compression routines such as gzip. It is usually the case that bigger databases bring more gains. The sizes of the databases are fairly large even after using state-of-the-art compression programs. We discovered that the compression ratios vary a lot when different position indexing methods are used in a raw endgame file. The intuition is that when a continuous chunk of positions has more uniform values, gzip can better compress it than that of the case of having diversified values in this chunk. We report indexing methods that can upto 79.89% in compared to a naive indexing one when both are gziped. Our heuristics can be used on other chess-like endgames.","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":"124078941","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}
Jayden Ivanovo, W. Raffe, Fabio Zambetta, Xiaodong Li
{"title":"Combining Monte Carlo tree search and apprenticeship learning for capture the flag","authors":"Jayden Ivanovo, W. Raffe, Fabio Zambetta, Xiaodong Li","doi":"10.1109/CIG.2015.7317914","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317914","url":null,"abstract":"In this paper we introduce a novel approach to agent control in competitive video games which combines Monte Carlo Tree Search (MCTS) and Apprenticeship Learning (AL). More specifically, an opponent model created through AL is used during the expansion phase of the Upper Confidence Bounds for Trees (UCT) variant of MCTS. We show how this approach can be applied to a game of Capture the Flag (CTF), an environment which is both non-deterministic and partially observable. The performance gain of a controller utilizing an opponent model learned via AL when compared to a controller using just UCT is shown both with win/loss ratios and True Skill rankings. Additionally, we build on previous findings by providing evidence of a bias towards a particular style of play in the AI Sandbox CTF environment. We believe that the approach highlighted here can be extended to a wider range of games other than just CTF.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"27 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":"122906555","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":"Human computation for procedural content generation in platform games","authors":"W. M. P. Reis, Levi H. S. Lelis, Y. Gal","doi":"10.1109/CIG.2015.7317906","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317906","url":null,"abstract":"One of the major challenges in procedural content generation in computer games is to automatically evaluate whether the generated content has good quality. In this paper we describe a system which uses human computation to evaluate small portions of levels generated by an existing system for the game of Infinite Mario Bros. Several such evaluated portions are then combined into a full level of the game. The composition of the small portions into a full level is done by accounting for the human-annotated information and the mathematical model of tension arcs used in interactive drama and storytelling. We tested our system with human subjects and the results show that our approach is able to generate levels with better visual aesthetics and that are more enjoyable to play than other existing approaches.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"30 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":"127592613","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":"Learning overtaking and blocking skills in simulated car racing","authors":"Han-Hsien Huang, Tsaipei Wang","doi":"10.1109/CIG.2015.7317916","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317916","url":null,"abstract":"In this paper we describe the analysis of using Q-learning to acquire overtaking and blocking skills in simulated car racing games. Overtaking and blocking are more complicated racing skills compared to driving alone, and past work on this topic has only touched overtaking in very limited scenarios. Our work demonstrates that a driving AI agent can learn overtaking and blocking skills via machine learning, and the acquired skills are applicable when facing different opponent types and track characteristics, even on actual built-in tracks in TORCS.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"211 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":"129427043","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}
T. Kawamura, Ryosuke Kamimura, Satoshi Suzuki, K. Iizuka
{"title":"A study on the curling robot will match with human result of one end game with one human","authors":"T. Kawamura, Ryosuke Kamimura, Satoshi Suzuki, K. Iizuka","doi":"10.1109/CIG.2015.7317934","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317934","url":null,"abstract":"In this study, curling robot that can win in curling game with human has been developed. In previous papers, a stone delivery robot, strategy and motion simulator were developed. This paper deals with the game result of human and robot. A strategy simulator constructed by using a motion simulator that based on using the motion model. The strategy simulator evaluates the placement of stone and condition on the ice sheet, than determine the delivery parameter to the robot. Curling robot played and won one end game on irregular rules such as human team contained only one person and no time limits. This system was evaluated by the skilled coach and player after the game. Details and results of the game and evaluation result of the system were reported in this paper.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117147568","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":"Space and depth-related enhancements of the history-ADS strategy in game playing","authors":"Spencer Polk, John B. Oommen","doi":"10.1109/CIG.2015.7317956","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317956","url":null,"abstract":"In the field of game playing, it is a well-known fact that powerful strategies, such as alpha-beta search, benefit strongly from proper move ordering. A popular metric of achieving this is the so-called “move history”, that is, prioritizing moves that have performed well, earlier in the search. The literature reports a number of techniques, such as the Killer Moves and History heuristics, that employ such a philosophy. Inspired by techniques from the field of Adaptive Data Structures (ADSs), we1 have previously introduced the History-ADS heuristic, which uses an adaptive list to record moves, and to improve move ordering based on move history. The History-ADS heuristic has been proven to produce substantial gains in tree pruning in a wide variety of cases. However, it made use of a relatively naive application of an unbounded, single adaptive list. In this work, we attempt to refine the History-ADS heuristic, by examining its performance by constraining the length of its adaptive list, and applying multiple ADSs for each level of the tree. Our results show that the vast majority of the savings from the History-ADS heuristic remain even with a very short list, which can be applied to mitigate the drawbacks of an unbound data structure. Although results for multiple ADSs did not outperform single ADSs, we show that they provide some insight into how similar techniques may be applied in the context of the History-ADS heuristic.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127018414","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":"Predicting player disengagement and first purchase with event-frequency based data representation","authors":"Hanting Xie, Sam Devlin, D. Kudenko, P. Cowling","doi":"10.1109/CIG.2015.7317919","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317919","url":null,"abstract":"In the game industry, especially for free to play games, player retention and purchases are important issues. There have been several approaches investigated towards predicting them by players' behaviours during game sessions. However, most current methods are only available for specific games because the data representations utilised are usually game specific. This work intends to use frequency of game events as data representations to predict both players' disengagement from game and the decisions of their first purchases. This method is able to provide better generality because events exist in every game and no knowledge of any event but their frequency is needed. In addition, this event frequency based method will also be compared with a recent work by Runge et al. [1] in terms of disengagement prediction.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130426902","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":"Proposal and implementation of \"digital curling\"","authors":"Takeshi Ito, Yuuma Kitasei","doi":"10.1109/CIG.2015.7317945","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317945","url":null,"abstract":"Curling is a game with an advanced strategy called \"chess on ice.\" However, there has not been much research on strategy in the field of systematic artificial intelligence. Since some researches are arguing about the strategy on a respectively original curling simulator, it is difficult to compare the superiority between these algorithms easily. We propose a new server system \"digital curling\" as a field about which these can argue in common. This system has realized an ideal curling sheet using physical simulator. If a client system connects with this server and a candidate move is sent, a simulator will calculate with a constant normal random number and return the actual move to the client. We introduce the system in detail. We show the validity by interview against the curling players and by the success of the competition on this system.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117035872","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":"Towards better personas in gaming : Contract based expert systems","authors":"J. A. Brown","doi":"10.1109/CIG.2015.7317951","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317951","url":null,"abstract":"Recent evaluations of Procedural Content Generation (PCG) methods have examined the use of personas as part of there evaluative functions. Personas, models of a user, have a number of complaints leveled against them by researchers as to their use as design tools: that there is poor empirical proof that they improve the design process, poor definitions lead to them not modeling actual uses, and they do not give any quantitative information for evaluation using a scientific approach. Examined is a framework in which a persona is not just defined as a model of a user, but is a contract list of player goals and actions available in the game. By defining a persona as a goal driven AI, it joins the idea of personas with a more qualitative evaluative method as well as not allowing developers to apply their own biases. Further, it allows for a persona to work beyond the design stage of the development, and into the maintenance stages. Taking into account game-play telemetry, it allows for personas to be used as tools for lessons learned for future developments.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114504281","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":"Tutorial II: Representations for evolutionary computation in games","authors":"D. Ashlock","doi":"10.1109/CIG.2015.7317662","DOIUrl":"https://doi.org/10.1109/CIG.2015.7317662","url":null,"abstract":"Representation is a central issue in evolutionary computation. The no free lunch theorem demonstrates that there is no intrinsic advantage in a particular algorithm when considered against complete spaces of problems. The corollary is that algorithms should be fitted to the problems they are solving. Choice of representation is the primary point in the design of an evolutionary algorithm where the designer can incorporate domain knowledge and, in effect, choose the adaptive landscape he is searching. This tutorial will introduces representations for level design, agents for playing mathematical games, and for the design of non-player characters. Time permitting, other examples of representation will be included.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126870070","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}