2012 IEEE Conference on Computational Intelligence and Games (CIG)最新文献

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Comparison of different selection strategies in Monte-Carlo Tree Search for the game of Tron Tron游戏中蒙特卡罗树搜索中不同选择策略的比较
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374162
Pierre Perick, D. St-Pierre, Francis Maes, D. Ernst
{"title":"Comparison of different selection strategies in Monte-Carlo Tree Search for the game of Tron","authors":"Pierre Perick, D. St-Pierre, Francis Maes, D. Ernst","doi":"10.1109/CIG.2012.6374162","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374162","url":null,"abstract":"Monte-Carlo Tree Search (MCTS) techniques are essentially known for their performance on turn-based games, such as Go, for which players have considerable time for choosing their moves. In this paper, we apply MCTS to the game of Tron, a simultaneous real-time two-player game. The fact that players have to react fast and that moves occur simultaneously creates an unusual setting for MCTS, in which classical selection policies such as UCB1 may be suboptimal. In this paper, we perform an empirical comparison of a wide range of selection policies for MCTS applied to Tron, with both deterministic policies (UCB1, UCBl-Tuned, UCB-V, UCB-Minimal, OMC-Deterministic, MOSS) and stochastic policies (ϵn-greedy, EXP3, Thompson Sampling, OMC-Stochastic, PBBM). From the experiments, we observe that UCBl-Tuned has the best behavior shortly followed by UCB1. Even if UCB-Minimal is ranked fourth, this is a remarkable result for this recently introduced selection policy found through automatic discovery of good policies on generic multi-armed bandit problems. We also show that deterministic policies perform better than stochastic ones for this problem.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115372276","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: 40
Learning visual composition preferences from an annotated corpus generated through gameplay 从通过游戏生成的注释语料库中学习视觉构图偏好
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374178
Reid Swanson, D. Escoffery, A. Jhala
{"title":"Learning visual composition preferences from an annotated corpus generated through gameplay","authors":"Reid Swanson, D. Escoffery, A. Jhala","doi":"10.1109/CIG.2012.6374178","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374178","url":null,"abstract":"This paper describes a game called Panorama, designed to facilitate data collection to study visual composition preferences. Design considerations for Panorama, implementation of composition rules, and data collection for an experiment to learn individual and collective preferences is described. Images taken through gameplay in Panorama are automatically scored for composition quality and contribute to a corpus of domain-specific virtual photographs annotated by visual features and scores. Scores in Panorama represent rules of good composition from photography textbooks. In the current version, Panorama scores photographs along balance, thirds alignment, symmetry, and spacing dimensions. Pairwise preference rankings are collected on images from this corpus through crowd-sourcing. Results are presented from data on relative pairwise rankings on the images to learn individual as well as general composition preferences over features annotated in Panorama images. This work seeks to extend the ability of AI systems to learn and reason about high-level aesthetic features of photographs that could be utilized for various procedural camera control and aesthetic layout algorithms in video games.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115011652","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: 15
Adaptive bots for real-time strategy games via map characterization 基于地图特征的即时战略游戏的自适应机器人
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374185
A. Fernández-Ares, P. García-Sánchez, A. García, J. J. M. Guervós
{"title":"Adaptive bots for real-time strategy games via map characterization","authors":"A. Fernández-Ares, P. García-Sánchez, A. García, J. J. M. Guervós","doi":"10.1109/CIG.2012.6374185","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374185","url":null,"abstract":"This paper presents a proposal for a fast on-line map analysis for the RTS game Planet Wars in order to define specialized strategies for an autonomous bot. This analysis is used to tackle two constraints of the game, as featured in the Google AI Challenge 2010: the players cannot store any information from turn to turn, and there is a limited action time of just one second. They imply that the bot must analyze the game map quickly, to adapt its strategy during the game. Based in our previous work, in this paper we have evolved bots for different types of maps. Then, all bots are combined in one, to choose the evolved strategy depending on the geographical configuration of the game in each turn. Several experiments have been conducted to test the new approach, which outperforms our previous version, based on an off-line general training.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115444855","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: 19
Special tactics: A Bayesian approach to tactical decision-making 特殊战术:战术决策的贝叶斯方法
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374184
Gabriel Synnaeve, P. Bessière
{"title":"Special tactics: A Bayesian approach to tactical decision-making","authors":"Gabriel Synnaeve, P. Bessière","doi":"10.1109/CIG.2012.6374184","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374184","url":null,"abstract":"We describe a generative Bayesian model of tactical attacks in strategy games, which can be used both to predict attacks and to take tactical decisions. This model is designed to easily integrate and merge information from other (probabilistic) estimations and heuristics. In particular, it handles uncertainty in enemy units' positions as well as their probable tech tree. We claim that learning, being it supervised or through reinforcement, adapts to skewed data sources. We evaluated our approach on StarCraft1: the parameters are learned on a new (freely available) dataset of game states, deterministically re-created from replays, and the whole model is evaluated for prediction in realistic conditions. It is also the tactical decision-making component of our StarCraft AI competition bot.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122909054","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: 36
Statistical analyses of representation choice in level generation 关卡生成中表征选择的统计分析
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374171
C. McGuinness
{"title":"Statistical analyses of representation choice in level generation","authors":"C. McGuinness","doi":"10.1109/CIG.2012.6374171","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374171","url":null,"abstract":"This study demonstrates that representation choice in automatic map creation affects the characteristics of the map generated as well as showing that representation choice makes a statistically significant difference in the degree of satisfaction of the fitness functions used to drive map creation. This result is demonstrated with Tukeys HSD procedure and factor analysis. It was found that different representations are good at creating maps with specific characteristics. It also shows that there are significant differences in the maps that are created with different representations. This study is a companion to earlier qualitative research, providing a quantitative perspective on the impact of representation on automatic map creation.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128685105","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: 6
Evaluating the enjoyability of the ghosts in Ms Pac-Man 评估《吃豆人女士》中幽灵的乐趣
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374180
Wichit Sombat, Philipp Rohlfshagen, S. Lucas
{"title":"Evaluating the enjoyability of the ghosts in Ms Pac-Man","authors":"Wichit Sombat, Philipp Rohlfshagen, S. Lucas","doi":"10.1109/CIG.2012.6374180","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374180","url":null,"abstract":"The video games industry is one of the fastest-growing industries in the world, bolstered by sophisticated technology in gaming consoles and modern trends such as mobile and social gaming. The goal of most video games is to entertain the gamer and in most games this stems from the interaction between the gamer and the non-player characters (NPCs): it is no longer sufficient for a game to be visually appealing but instead, the gamer must be challenged at the right level of difficulty to be engaged by the game. It is thus necessary to develop suitable NPCs that are fun to play against and the realm of computational intelligence offers a variety of techniques to do so. However, the perception of fun is clearly subjective and indeed, difficult to quantify. In this paper we make use of the Ms Pac-Man vs Ghosts gaming competition to gather and analyse data from human gamers regarding their preference of opponent: each gamer plays two games against different ghost teams, indicating their preference at the end. We subsequently use this data to establish which ghost teams are generally preferred and demonstrate that there are measurable differences between these ghost teams. These differences are sufficient to group the ghosts into different categories with a good degree of accuracy. This work is a first step in better understanding the attributes required by NPCs for players to be engaged.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"199 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132903803","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: 7
A model-based cell decomposition approach to on-line pursuit-evasion path planning and the video game Ms. Pac-Man 基于模型的单元分解方法用于在线追逃路径规划和电子游戏《吃豆人小姐》
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374167
Greg Foderaro, Ashleigh Swingler, S. Ferrari
{"title":"A model-based cell decomposition approach to on-line pursuit-evasion path planning and the video game Ms. Pac-Man","authors":"Greg Foderaro, Ashleigh Swingler, S. Ferrari","doi":"10.1109/CIG.2012.6374167","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374167","url":null,"abstract":"This paper presents an on-line approach for optimizing paths for a pursuit-evasion problem, in which an agent must visit several target positions within an environment while simultaneously avoiding one or more actively-pursuing adversaries. This problem is found in a variety of fields, such as robotic path planning, mobile-sensor applications, and path exposure. The methodology developed utilizes cell decomposition to construct a modified decision tree, which balances the reward associated with visiting target locations and the risk of capture by the adversaries. By computing paths on-line, the algorithm can quickly adapt to unexpected adversary behaviors and dynamic environments. The methodology developed in this paper is implemented as a controller for an artificial player in the Ms. Pac-Man arcade games and is entered into the IEEE CIG 2012 screen capture Ms. Pac-Man competition. The approach presented achieved a high score of 44,630 points.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116701310","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: 18
Emotional behavior trees 情绪行为树
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374177
Anja Johansson, Pierangelo Dell'Acqua
{"title":"Emotional behavior trees","authors":"Anja Johansson, Pierangelo Dell'Acqua","doi":"10.1109/CIG.2012.6374177","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374177","url":null,"abstract":"Often the AI techniques for decision making used in commercial games are predictable and unadaptive. Arguably, this causes a lack of realism for the players. We believe that emotions are a vital part in the creation of interesting and believable non-player characters for games. In this paper, we present an extension to behavior trees that incorporates emotions into the decision making. Specifically, we introduce a new type of priority selector whose priorities are dynamically evaluated to allow for emotional influence. This selector takes into account time-discounting, risk perception, and planning as relevant factors of the decision making that emotions greatly influence. The objective of our work is to provide game developers with a technique to model gaming scenarios using emotional behavior trees.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128324132","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: 28
Potential-field based navigation in StarCraft 《星际争霸》中基于潜在场的导航
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374181
Johan Hagelbäck
{"title":"Potential-field based navigation in StarCraft","authors":"Johan Hagelbäck","doi":"10.1109/CIG.2012.6374181","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374181","url":null,"abstract":"Real-Time Strategy (Rts) games are a sub-genre of strategy games typically taking place in a war setting. Rts games provide a rich challenge for both human- and computer players (bots). Each player has a number of workers for gathering resources to be able to construct new buildings, train additional workers, build combat units and do research to unlock more powerful units or abilities. The goal is to create a strong army and destroy the bases of the opponent(s). Armies usually consists of a large number of units which must be able to navigate around the game world. The highly dynamic and real-time aspects of Rts games make pathfinding a challenging task for bots. Typically it is handled using pathfinding algorithms such as A*, which without adaptions does not cope very well with dynamic worlds. In this paper we show how a bot for StarCraft uses a combination of A* and potential fields to better handle the dynamic aspects of the game.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133396150","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: 45
Aesthetic Terrain Programs database for creativity assessment 审美地形程序数据库的创造力评估
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374176
Miguel Frade, F. F. Vega, C. Cotta
{"title":"Aesthetic Terrain Programs database for creativity assessment","authors":"Miguel Frade, F. F. Vega, C. Cotta","doi":"10.1109/CIG.2012.6374176","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374176","url":null,"abstract":"To speed up content creation video game industry is increasingly turning to procedural content generation methods. However, creating and fine tuning procedural algorithms is a time consuming task. To address this issue several Search-Based Procedural Content Generation (SBPCG) techniques have been devised. They propose to automatically search the right input parameters or to generate the procedure itself to produce content with the desired characteristics. In this paper we present a database with 17820 procedures generated by Genetic Terrain Programming (GTP), a SBPCG technique. Those procedures were evolved using the weighted sum of two morphological metrics to generate terrains with aesthetic appeal for video games. With this database we aim to establish a comparison base for future research regarding creativity of GTP and aesthetic terrains diversity.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124559176","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: 6
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