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

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Monte Carlo Tree Search with macro-actions and heuristic route planning for the Physical Travelling Salesman Problem 物理旅行商问题的宏行为蒙特卡罗树搜索和启发式路径规划
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374161
E. Powley, D. Whitehouse, P. Cowling
{"title":"Monte Carlo Tree Search with macro-actions and heuristic route planning for the Physical Travelling Salesman Problem","authors":"E. Powley, D. Whitehouse, P. Cowling","doi":"10.1109/CIG.2012.6374161","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374161","url":null,"abstract":"We present a controller for the Physical Travelling Salesman Problem (PTSP), a path planning and steering problem in a simulated continuous real-time domain. Our approach is hierarchical, using domain-specific algorithms and heuristics to plan a coarse-grained route and Monte Carlo Tree Search (MCTS) to plan and steer along fine-grained paths. The MCTS component uses macro-actions to decrease the number of decisions to be made per unit of time and thus drastically reduce the size of the decision tree. Results from the 2012 WCCI PTSP Competition show that this approach significantly and consistently outperforms all other submitted AI controllers, and is competitive with strong human players. Our approach has potential applications to many other problems in movement planning and control, including video games.","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":"124095663","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: 39
From competition to cooperation: Co-evolution in a rewards continuum 从竞争到合作:奖励连续体中的共同进化
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374135
D. Ashlock, W. Ashlock, Spyridon Samothrakis, S. Lucas, Colin Lee
{"title":"From competition to cooperation: Co-evolution in a rewards continuum","authors":"D. Ashlock, W. Ashlock, Spyridon Samothrakis, S. Lucas, Colin Lee","doi":"10.1109/CIG.2012.6374135","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374135","url":null,"abstract":"In this study the hypothesis that zero-sum (i.e strictly competitive) games are more difficult targets for co-evolution than non-zero-sum (i.e. games that are not strictly competitive nor strictly cooperative) games is examined. Our method is to compare the co-evolutionary behavior of a three move zero-sum game (rock paper scissors) with that of a three move non-zero-sum game (coordination prisoner's dilemma) as well as with intermediate games obtained using weighted averages of the games's payoff matrices. The games are compared by examining the way use of moves evolves, by using transitivity measures on evolved agents, by estimating the complexity of the agents and by checking for non-local adaptation. Two different agent representations, finite state machines with 8 and 64 states, are used. Unexpectedly, these two representations are found to have large, qualitative differences. The results support the hypothesis that co-evolving good strategies for zero-sum games is more difficult than for non-zero-sum games. Many of the measurements used to compare different games are found to exhibit a nonlinear responses to the change in payoff matrix.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"70 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":"131727858","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
A procedural procedural level generator generator 程序程序关卡生成器
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374174
Manuel Kerssemakers, J. Tuxen, J. Togelius, Georgios N. Yannakakis
{"title":"A procedural procedural level generator generator","authors":"Manuel Kerssemakers, J. Tuxen, J. Togelius, Georgios N. Yannakakis","doi":"10.1109/CIG.2012.6374174","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374174","url":null,"abstract":"Procedural content generation (PCG) is concerned with automatically generating game content, such as levels, rules, textures and items. But could the content generator itself be seen as content, and thus generated automatically? This would be very useful if one wanted to avoid writing a content generator for a new game, or if one wanted to create a content generator that generates an arbitrary amount of content with a particular style or theme. In this paper, we present a procedural procedural level generator generator for Super Mario Bros. It is an interactive evolutionary algorithm that evolves agent-based level generators. The human user makes the aesthetic judgment on what generators to prefer, based on several views of the generated levels including a possibility to play them, and a simulation-based estimate of the playability of the levels. We investigate the characteristics of the generated levels, and to what extent there is similarity or dissimilarity between levels and between generators.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"1 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":"130229245","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
Learning and evolving combat game controllers 学习和发展战斗游戏控制器
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374156
Luis Peña, Sascha Ossowski, J. Sánchez, S. Lucas
{"title":"Learning and evolving combat game controllers","authors":"Luis Peña, Sascha Ossowski, J. Sánchez, S. Lucas","doi":"10.1109/CIG.2012.6374156","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374156","url":null,"abstract":"The design of the control mechanisms for the agents in modern video games is one of the main tasks involved in the game design process. Designing controllers grows in complexity as either the number of different game agents or the number of possible actions increase. An alternative mechanism to hard-coding agent controllers is the use of learning techniques. This paper introduces two new variants of a hybrid algorithm, named WEREWoLF and WERESARSA, that combine evolutionary techniques with reinforcement learning. Both new algorithms allow a group of different reinforcement learning controllers to be recombined in an iterative process that uses both evolution and learning. These new algorithms have been tested against different instances of predefined controllers on a one-on-one combat simulator, with underlying game mechanics similar to classic arcade games of this kind. The results have been compared with other reinforcement learning controllers, showing that WEREWoLF outperforms the other algorithms for a series of different learning conditions.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"536 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":"123364781","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
Controlling cooperative and conflicting continuous actions with a Gene Regulatory Network 用基因调控网络控制合作与冲突的连续行为
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374155
Sylvain Cussat-Blanc, Stéphane Sanchez, Y. Duthen
{"title":"Controlling cooperative and conflicting continuous actions with a Gene Regulatory Network","authors":"Sylvain Cussat-Blanc, Stéphane Sanchez, Y. Duthen","doi":"10.1109/CIG.2012.6374155","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374155","url":null,"abstract":"Artificial Gene Regulatory Networks (GRN) usually simulate cell behavior in developmental models. However, since 2003, GRN based controllers have been applied to robots to solve problems with few sensors and actuators. In this paper, we present our first steps toward an effective GRN-based controller for intelligent agents in video games. We will also introduce an experiment, the Radbot, where a robot has to handle and manage simultaneously four conflicting and cooperative continuous actions. Finally, we will show how a GRN-based controller can be evolved to solve the Radbot experiment.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"558 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":"123389150","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: 13
Win/loss States: An efficient model of success rates for simulation-based functions 输赢状态:基于模拟功能的成功率的有效模型
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-12-06 DOI: 10.1109/CIG.2012.6374136
Jacques Basaldua, J. M. Moreno-Vega
{"title":"Win/loss States: An efficient model of success rates for simulation-based functions","authors":"Jacques Basaldua, J. M. Moreno-Vega","doi":"10.1109/CIG.2012.6374136","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374136","url":null,"abstract":"Monte-Carlo Tree Search uses simulation to play out games up to a final state that can be evaluated. It is well known that including knowledge to improve the plausibility of the simulation improves the strength of the program. Learning that knowledge, at least partially, online is a promising research area. This usually implies storing success rates as a number of wins and visits for a huge number of local conditions, possibly millions. Besides storage requirements, comparing proportions of competing patterns can only be done using sound statistical methods, since the number of visits can be anything from zero to huge numbers. There is strong motivation to find a binary representation of a proportion signifying improvement in both storage and speed. Simple ideas have difficulties since the method has to work around some problems such as saturation. Win/Loss States (WLS) are an original, ready to use, open source solution, for representing proportions by an integer state that have already been successfully implemented in computer go.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"3 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":"123671931","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
TD(λ) and Q-learning based Ludo players 基于TD(λ)和Q-learning的Ludo播放器
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-09-01 DOI: 10.1109/CIG.2012.6374142
Majed Alhajry, Faisal Alvi, Moataz A. Ahmed
{"title":"TD(λ) and Q-learning based Ludo players","authors":"Majed Alhajry, Faisal Alvi, Moataz A. Ahmed","doi":"10.1109/CIG.2012.6374142","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374142","url":null,"abstract":"Reinforcement learning is a popular machine learning technique whose inherent self-learning ability has made it the candidate of choice for game AI. In this work we propose an expert player based by further enhancing our proposed basic strategies on Ludo. We then implement a TD(λ)based Ludo player and use our expert player to train this player. We also implement a Q-learning based Ludo player using the knowledge obtained from building the expert player. Our results show that while our TD(λ) and Q-Learning based Ludo players outperform the expert player, they do so only slightly suggesting that our expert player is a tough opponent. Further improvements to our RL players may lead to the eventual development of a near-optimal player for Ludo.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125323471","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
Noise tolerance for real-time evolutionary learning of cooperative predator-prey strategies 协同捕食策略实时进化学习的噪声容忍
2012 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2012-01-30 DOI: 10.1109/CIG.2012.6374134
M. Wittkamp, L. Barone, P. Hingston, Lyndon While
{"title":"Noise tolerance for real-time evolutionary learning of cooperative predator-prey strategies","authors":"M. Wittkamp, L. Barone, P. Hingston, Lyndon While","doi":"10.1109/CIG.2012.6374134","DOIUrl":"https://doi.org/10.1109/CIG.2012.6374134","url":null,"abstract":"Learning team-based strategies in real-time is a difficult task, much more so in the presence of noise. In our previous work in the Prey and Predators domain we introduced an algorithm capable of evolving cooperative team strategies in real-time using fitness evaluations against a perfect opponent model. This paper continues our work within the same domain, training a team of predators to capture a prey. We investigate the effect of varying degrees of opponent model noise in our learning system. In the presence of and in the effort to mitigate the effects of such noise we present modifications to our baseline system in the forms of Rescaled Mutation, Conservative Replacement and a combination of the two techniques. The results of the modifications are extremely promising. The combined approach in particular demonstrates a vast improvement and decreased variance in the performance of our team of predators in the presence of opponent model noise. Additionally, the noise-mitigating strategies employed do not adversely affect the performance of the real-time team learning system in the absence of noise.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"423 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-01-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123145959","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: 3
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