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

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Learning to intercept opponents in first person shooter games 学习在第一人称射击游戏中拦截对手
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374144
Bulent Tastan, Yuan Chang, G. Sukthankar
{"title":"Learning to intercept opponents in first person shooter games","authors":"Bulent Tastan, Yuan Chang, G. Sukthankar","doi":"10.1109/CIG.2012.6374144","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374144","url":null,"abstract":"One important aspect of creating game bots is adversarial motion planning: identifying how to move to counter possible actions made by the adversary. In this paper, we examine the problem of opponent interception, in which the goal of the bot is to reliably apprehend the opponent. We present an algorithm for motion planning that couples planning and prediction to intercept an enemy on a partially-occluded Unreal Tournament map. Human players can exhibit considerable variability in their movement preferences and do not uniformly prefer the same routes. To model this variability, we use inverse reinforcement learning to learn a player-specific motion model from sets of example traces. Opponent motion prediction is performed using a particle filter to track candidate hypotheses of the opponent's location over multiple time horizons. Our results indicate that the learned motion model has a higher tracking accuracy and yields better interception outcomes than other motion models and prediction methods.","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":"116919395","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: 25
Deck-based prisoner's dilemma 基于甲板的囚徒困境
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374133
D. Ashlock, Elizabeth Knowles
{"title":"Deck-based prisoner's dilemma","authors":"D. Ashlock, Elizabeth Knowles","doi":"10.1109/CIG.2012.6374133","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374133","url":null,"abstract":"A deck-based game is a modification of a game that normally permits the players to use any number of moves of any type. This freedom of choice of moves is limited by handing each player a deck of cards, each of which with a single move printed on it. The player must then play from their deck rather than simply choosing the moves. This study documents that deck-based iterated prisoner's dilemma is radically different from standard prisoner's dilemma when the entire deck must be expended during play. The restrictions imposed by the deck change the game into a coordination game or an anti-coordination game. The game is shown to transform smoothly into standard prisoner's dilemma as the fraction of the deck used in play is reduced, assuming that a constant ratio of the two types of moves are used in the deck. The size of the deck, ratio of defects to cooperates, and evolutionary algorithm parameters are all studied using a string based representation. An adaptive agent representation is also developed, based on augmented finite state machines called deck automata. Deck automata evolve to play the game more effectively than the string based agents for three different situations; experiments in which agents expend all, three-quarters, or half the available cards.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"20 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":"130043925","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: 8
Reactive control of Ms. Pac Man using information retrieval based on Genetic Programming 基于遗传规划信息检索的吃豆女士反应控制
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374163
Matthias F. Brandstetter, S. Ahmadi
{"title":"Reactive control of Ms. Pac Man using information retrieval based on Genetic Programming","authors":"Matthias F. Brandstetter, S. Ahmadi","doi":"10.1109/CIG.2012.6374163","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374163","url":null,"abstract":"During the last years the well-known Ms. Pac Man video game has been - and still is - an interesting test bed for the research on various concepts from the broad area of Artificial Intelligence (AI). Among these concepts is the use of Genetic Programming (GP) to control the game from a human player's perspective. Several GP-based approaches have been examined so far, where traditionally they define two types of GP terminals: one type for information retrieval, the second type for issuing actions (commands) to the game world. However, by using these action terminals the controller has to manage actions issued to the game during their runtime and to monitor their outcome. In order to avoid the need for active task management this paper presents a novel approach for the design of a GP-based Ms. Pac Man controller: the proposed approach solely relies on information retrieval terminals in order to rate all possible directions of movement at every time step during a running game. Based on these rating values the controller can move the agent through the mazes of the the game world of Ms. Pac Man. With this design, which forms the main contribution of our work, we decrease the overall GP solution complexity by removing all action control management tasks from the system. It is demonstrated that by following the proposed approach such a system can successfully control an autonomous agent in a computer game environment on the level of an amateur human player.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"32 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":"121031728","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: 23
Comparison of Bayesian move prediction systems for Computer Go 计算机围棋贝叶斯走法预测系统的比较
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374143
Martin Wistuba, L. Schaefers, M. Platzner
{"title":"Comparison of Bayesian move prediction systems for Computer Go","authors":"Martin Wistuba, L. Schaefers, M. Platzner","doi":"10.1109/CIG.2012.6374143","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374143","url":null,"abstract":"Since the early days of research on Computer Go, move prediction systems are an important building block for Go playing programs. Only recently, with the rise of Monte Carlo Tree Search (MCTS) algorithms, the strength of Computer Go programs increased immensely while move prediction remains to be an integral part of state of the art programs. In this paper we review three Bayesian move prediction systems that have been published in recent years and empirically compare them under equal conditions. Our experiments reveal that, given identical input data, the three systems can achieve almost identical prediction rates while differing substantially in their needs for computational and memory resources. From the analysis of our results, we are able to further improve the prediction rates for all three systems.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"137 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":"116272267","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
BeatTheBeat music-based procedural content generation in a mobile game 基于BeatTheBeat音乐的手机游戏程序内容生成
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374172
Annika Jordan, Dimitri Scheftelowitsch, Jan Lahni, Jannic Hartwecker, Matthew D. Kuchem, Mirko Walter-Huber, N. Vortmeier, Tim Delbrügger, Ümit Güler, Igor Vatolkin, M. Preuss
{"title":"BeatTheBeat music-based procedural content generation in a mobile game","authors":"Annika Jordan, Dimitri Scheftelowitsch, Jan Lahni, Jannic Hartwecker, Matthew D. Kuchem, Mirko Walter-Huber, N. Vortmeier, Tim Delbrügger, Ümit Güler, Igor Vatolkin, M. Preuss","doi":"10.1109/CIG.2012.6374172","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374172","url":null,"abstract":"We present a multi-player mobile game that employs fully automated music feature extraction to create `levels' and thereby produce game content procedurally. Starting from a pool of songs (and their features), a self-organizing map is used to organize the music into a hexagonal board so that each field contains a song and one of three minigames which can then be played using the song as background and content provider. The game is completely asynchronous: there are no turns, players can start and stop to play anytime. A preference-learning style experiment investigates whether the user is able to discriminate levels that match the music from randomly chosen ones in order to see if the user gets the connection, but at the same time, the levels do not get too predictable.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"5 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":"134077777","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
Evolving both search and strategy for Reversi players using genetic programming 利用遗传程序进化逆向棋手的搜索和策略
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374137
Amit Benbassat, M. Sipper
{"title":"Evolving both search and strategy for Reversi players using genetic programming","authors":"Amit Benbassat, M. Sipper","doi":"10.1109/CIG.2012.6374137","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374137","url":null,"abstract":"We present the application of genetic programming to the zero-sum, deterministic, full-knowledge board game of Reversi. Expanding on our previous work on evolving boardstate evaluation functions, we now evolve the search algorithm as well, by allowing evolved programs control of game-tree pruning. We use strongly typed genetic programming, explicitly defined introns, and a selective directional crossover method. We show that our system regularly churns out highly competent players and our results prove easy to scale.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"11 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":"132467749","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: 10
Towards adaptive online RTS AI with NEAT 基于NEAT的自适应在线RTS AI
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374187
Jason M. Traish, J. Tulip
{"title":"Towards adaptive online RTS AI with NEAT","authors":"Jason M. Traish, J. Tulip","doi":"10.1109/CIG.2012.6374187","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374187","url":null,"abstract":"Real Time Strategy (RTS) games are interesting from an Artificial Intelligence (AI) point of view because they involve a huge range of decision making from local tactical decisions to broad strategic considerations, all of which occur on a densely populated and fiercely contested map. However, most RTS AI used in commercial RTS games are predictable and can be exploited by expert players. Adaptive or evolutionary AI techniques offer the potential to create challenging AI opponents. Neural Evolution of Augmenting Technologies (NEAT) is a hybrid approach that applies Genetic Algorithm (GA) techniques to increase the efficiency of learning neural nets. This work presents an application of NEAT to RTS AI. It does so through a set of experiments in a realistic RTS environment. The results of the experiments show that NEAT can produce satisfactory RTS agents, and can also create agents capable of displaying complex in-game adaptive behavior. The results are significant because they show that NEAT can be used to evolve sophisticated RTS AI opponents without significant designer input or expertise, and without extensive databases of existing games.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"50 7 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":"131042968","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: 10
Simulation-based optimization of StarCraft tactical AI through evolutionary computation 基于进化计算的星际争霸战术AI仿真优化
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374182
N. Othman, James Decraene, Wentong Cai, Nan Hu, M. Low, A. Gouaillard
{"title":"Simulation-based optimization of StarCraft tactical AI through evolutionary computation","authors":"N. Othman, James Decraene, Wentong Cai, Nan Hu, M. Low, A. Gouaillard","doi":"10.1109/CIG.2012.6374182","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374182","url":null,"abstract":"The development of competent AI for real-time strategy games such as StarCraft is made difficult by the myriad of strategic and tactical reasonings which must be performed concurrently. A significant portion of StarCraft gameplay is in managing tactical conflict with opposing forces. We present a modular framework for simulating AI vs. AI conflicts through an XML specification, whereby the behavioural and tactical components for each force can be varied. Evolutionary computation can be employed on aspects of the scenario to yield superior solutions. Through evolution, a StarCraft AI tournament bot achieved a success rate of 68% against its original version. We also demonstrate the use of evolutionary computation to yield a tactical attack path to maximise enemy casualties. We believe that our framework can be used to perform automatic refinement on AI bots in StarCraft.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"4 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":"123905180","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: 27
Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft:Broodwar 将强化学习应用于即时战略游戏《星际争霸:母巢之战》中的小规模战斗
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374183
S. Wender, I. Watson
{"title":"Applying reinforcement learning to small scale combat in the real-time strategy game StarCraft:Broodwar","authors":"S. Wender, I. Watson","doi":"10.1109/CIG.2012.6374183","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374183","url":null,"abstract":"This paper presents an evaluation of the suitability of reinforcement learning (RL) algorithms to perform the task of micro-managing combat units in the commercial real-time strategy (RTS) game StarCraft:Broodwar (SC:BW). The applied techniques are variations of the common Q-learning and Sarsa algorithms, both simple one-step versions as well as more sophisticated versions that use eligibility traces to offset the problem of delayed reward. The aim is the design of an agent that is able to learn in an unsupervised manner in a complex environment, eventually taking over tasks that had previously been performed by non-adaptive, deterministic game AI. The preliminary results presented in this paper show the viability of the RL algorithms at learning the selected task. Depending on whether the focus lies on maximizing the reward or on the speed of learning, among the evaluated algorithms one-step Q-learning and Sarsa(λ) prove best at learning to manage combat units.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"7 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":"123621449","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: 104
In-game action list segmentation and labeling in real-time strategy games 即时策略游戏中的游戏内动作列表分割和标签
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374150
Wei Gong, Ee-Peng Lim, Palakorn Achananuparp, Feida Zhu, D. Lo, Freddy Chongtat Chua
{"title":"In-game action list segmentation and labeling in real-time strategy games","authors":"Wei Gong, Ee-Peng Lim, Palakorn Achananuparp, Feida Zhu, D. Lo, Freddy Chongtat Chua","doi":"10.1109/CIG.2012.6374150","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374150","url":null,"abstract":"In-game actions of real-time strategy (RTS) games are extremely useful in determining the players' strategies, analyzing their behaviors and recommending ways to improve their play skills. Unfortunately, unstructured sequences of in-game actions are hardly informative enough for these analyses. The inconsistency we observed in human annotation of in-game data makes the analytical task even more challenging. In this paper, we propose an integrated system for in-game action segmentation and semantic label assignment based on a Conditional Random Fields (CRFs) model with essential features extracted from the in-game actions. Our experiments demonstrate that the accuracy of our solution can be as high as 98.9%.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"14 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":"128025613","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
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