2009 IEEE Symposium on Computational Intelligence and Games最新文献

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Multi-unit tactical pathplanning 多单位战术路径规划
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286454
Haiqing Wang, Omar N. Malik, A. Nareyek
{"title":"Multi-unit tactical pathplanning","authors":"Haiqing Wang, Omar N. Malik, A. Nareyek","doi":"10.1109/CIG.2009.5286454","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286454","url":null,"abstract":"The task of pathfinding has received considerable attention in research as well as practice. Most of the approaches focus on minimizing the length of the path as well as optimizing the efficiency of the algorithm. Less attention has been paid to the problem of incorporating rich global conditions that require more than simply reaching a specific location. In this paper, we analyze elements of richer pathplanning problems, propose an enhanced specification format, and provide a first simple mechanism to solve such problems.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115326533","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
Optimized sensory-motor couplings plus strategy extensions for the TORCS car racing challenge 为TORCS赛车挑战优化的感觉-运动耦合和策略扩展
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286458
Martin Volker Butz, Thies D. Lönneker
{"title":"Optimized sensory-motor couplings plus strategy extensions for the TORCS car racing challenge","authors":"Martin Volker Butz, Thies D. Lönneker","doi":"10.1109/CIG.2009.5286458","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286458","url":null,"abstract":"The TORCS simulated car racing competition was introduced over a year ago. It asks for the design of racing car control strategies that have to rely on local track and driving information only, such as distance sensors, angle-to-track axis, or velocity vectors. Thus, the competition asks for strategies that are sensory-motorically grounded rather than strategies that can be designed (online or even offline) by an external observer that has full track knowledge. Moreover, the competition enforces the development of rather general driving strategies since optimization is on driving success in general rather than driving success on one particular track. This paper describes the steps taken to develop COBOSTAR, an autonomous racing car strategy with several general, context-dependent behavioral modules and strategic advancements. Most of the behavioral parameters were optimized with covariance matrix adaptation evolutionary strategy techniques. COBOSTAR won the simulated car racing competition at the IEEE Congress of Evolutionary Computation (CEC 2009) and there is still lots of room for further optimizations and strategy additions. Apart from describing the COBOSTAR racer in detail, we also outline possible next steps and future challenges.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129935842","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: 62
A task annotation model for Sandbox Serious Games 沙盒严肃游戏的任务注释模型
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286471
F. Bellotti, Riccardo Berta, A. D. Gloria, L. Primavera
{"title":"A task annotation model for Sandbox Serious Games","authors":"F. Bellotti, Riccardo Berta, A. D. Gloria, L. Primavera","doi":"10.1109/CIG.2009.5286471","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286471","url":null,"abstract":"SGs represent a great potential for education since they can join an instructional value with the appealing language of digital natives. Searching for methodologies to support effective authoring of Serious Games (SGs), we have abstracted a model consisting of a 3D geo-referenced Virtual World (VW) where knowledge is implemented also through tasks that are disseminated across the environment. The model is designed to support authors to focus on defining the tasks' content and annotation (e.g. relevance to various topics, difficulty, position in the VW, typology of supported learning styles, interrelation with other tasks and events, etc.), without being asked to do game scripting, which typically involves hardcoding events, actions, locations and contents of a specific game. Task annotation allows reusing tasks also in different games. Moreover, different game designers can exploit repositories of tasks and build educational games specifying a VW, and its missions as sequences of tasks that meet learning strategy criteria that can be expressed through the proposed framework. This model opens new perspectives to pedagogical experts and game designers to develop runtime game engines able to provide players with adaptive contents. The paper presents the user, task and learning strategy models in detail and an example of application.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121122860","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
Screen-capture Ms Pac-Man 吃豆人女士的截图
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286506
S. Lucas
{"title":"Screen-capture Ms Pac-Man","authors":"S. Lucas","doi":"10.1109/CIG.2009.5286506","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286506","url":null,"abstract":"Ms. Pac-Man is a challenging and interesting game that is usually viewed form the perspective of the Ms. Pac-Man agent. The game also provides an excellent environment for testing multi-agent strategies for controlling the team of ghosts, with the aim either of optimising the playability of the game, or simply to minimise the score obtained by the agent. It is this latter more measurable objective that provides the focus for this competition. For this purpose an efficient simulator of the game has been developed with simple software interfaces with which to connect your controllers. The screenshot below shows a game in progress on the simulator. You can enter an agent controller or a ghost-team controller (or even both). The aim of the Ms. Pac-Man agent is to score as many points as possible. The aim of the ghost team controller is to prevent this!","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122715668","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: 1
Introducing a round robin tournament into Blondie24 为金发女郎24引入循环赛
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286487
Belal Al-Khateeb, G. Kendall
{"title":"Introducing a round robin tournament into Blondie24","authors":"Belal Al-Khateeb, G. Kendall","doi":"10.1109/CIG.2009.5286487","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286487","url":null,"abstract":"Evolving self-learning players has attracted a lot of research attention in recent years. Fogel's Blondie24 represents one of the successes in this field and a strong motivating factor for other scientists. In this paper evolutionary neural networks, evolved via an evolution strategy, are utilised to evolve game playing strategies for the game of checkers by introducing a league structure into the learning phase of a system based on Blondie24. We believe that this helps eliminate some of the randomness in the evolution. Thirty feed forward neural network players are played against each other, using a round robin tournament structure, for 150 generations and the best player obtained is tested against a reimplementation of Blondie24. We also test the best player against an online program, as well as two other strong programs. The results obtained are promising.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115306072","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
Evolving content in the Galactic Arms Race video game 《银河军备竞赛》电子游戏中不断进化的内容
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286468
E. Hastings, R. Guha, Kenneth O. Stanley
{"title":"Evolving content in the Galactic Arms Race video game","authors":"E. Hastings, R. Guha, Kenneth O. Stanley","doi":"10.1109/CIG.2009.5286468","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286468","url":null,"abstract":"Video game content includes the levels, models, items, weapons, and other objects encountered and wielded by players during the game. In most modern video games, the set of content shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly renewed, players would remain engaged longer in the evolving stream of novel content. To realize this ambition, this paper introduces the content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) algorithm, which automatically evolves game content based on player preferences, as the game is played. To demonstrate this approach, the Galactic Arms Race (GAR) video game is also introduced. In GAR, players pilot space ships and fight enemies to acquire unique particle system weapons that are evolved by the game. As shown in this paper, players can discover a wide variety of content that is not only novel, but also based on and extended from previous content that they preferred in the past. The implication is that it is now possible to create games that generate their own content to satisfy players, potentially significantly reducing the cost of content creation and increasing the replay value of games.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"177 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122786544","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: 164
No-Limit Texas Hold'em Poker agents created with evolutionary neural networks 用进化神经网络创建的无限制德州扑克代理
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286485
Garrett Nicolai, Robert J. Hilderman
{"title":"No-Limit Texas Hold'em Poker agents created with evolutionary neural networks","authors":"Garrett Nicolai, Robert J. Hilderman","doi":"10.1109/CIG.2009.5286485","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286485","url":null,"abstract":"In order for computer Poker agents to play the game well, they must analyse their current quality despite imperfect information, predict the likelihood of future game states dependent upon random outcomes, model opponents who are deliberately trying to mislead them, and manage finances to improve their current condition. This leads to a game space that is large compared to other classic games such as Chess and Backgammon. Evolutionary methods have been shown to find relatively good results in large state spaces, and neural networks have been shown to be able to find solutions to non-linear search problems such as Poker. In this paper, we develop No-Limit Texas Hold'em Poker agents using a hybrid method known as evolving neural networks. We also investigate the appropriateness of evolving these agents using evolutionary heuristics such as co-evolution and halls of fame. Our agents were experimentally evaluated against several benchmark agents as well as agents previously developed in other work. Experimental results show the overall best performance was obtained by an agent evolved from a single population (i.e., no co-evolution) using a large hall of fame. These results demonstrate an effective use of evolving neural networks to create competitive No-Limit Texas Hold'em Poker agents.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124780077","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
Ms Pac-Man versus ghost-team competition 吃豆人小姐和幽灵队的比赛
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286502
S. Lucas
{"title":"Ms Pac-Man versus ghost-team competition","authors":"S. Lucas","doi":"10.1109/CIG.2009.5286502","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286502","url":null,"abstract":"Ms. Pac-Man is a challenging and interesting game that is usually viewed form the perspective of the Ms. Pac-Man agent. The game is also provides an excellent environment for testing multi-agent strategies for controlling the team of ghosts, with the aim either of optimising the playability of the game, or simply to minimise the score obtained by the agent. It is this latter more measurable objective that provides the focus of this competition. For this purpose an efficient simulator of the game has been developed with simple software interfaces with which to connect your controllers. The screenshot below shows a game in progress on the simulator. You can enter an agent controller or a ghost-team controller (or even both). The aim of the Ms. Pac-Man agent is to score as many points as possible. The aim of the ghost team controller is to prevent this!","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125042233","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: 11
Modeling and simulation framework of real urban and board games to train players 建模和仿真框架的真实城市和棋盘游戏,以培养玩家
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286508
J. Vaccaro
{"title":"Modeling and simulation framework of real urban and board games to train players","authors":"J. Vaccaro","doi":"10.1109/CIG.2009.5286508","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286508","url":null,"abstract":"This tutorial will include: (1) a modeling approach for generating an urban terrain model from a Compact Terrain DataBase (CTDB) for computer-simulation of an urban search and rescue operation (US&RO), (2) a modeling approach for implementing the game RISK and generating autonomous players (3) a generalized implementation strategy for integrating both models into an autonomous dynamic planning and execution (ADP&E) framework for gaming simulations, and (4) an evolutionary strategy for using autonomous simulation results to improve player's abilities. The game RISK a multi-player non-cooperative stochastic game problem, and the US&RO simulation is a single-player multi-agent cooperative game problem. Accumulated results from both applications have given insight into a more general framework to ADP&E for Very Large Partially Observable and Uncertain Environments. The generalization of this approach will be described in terms of its hierarchy, modular components, and dynamic processes.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116775883","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: 0
Modeling the game of Arimaa with Linguistic Geometry 用语言几何建模Arimaa游戏
2009 IEEE Symposium on Computational Intelligence and Games Pub Date : 2009-09-07 DOI: 10.1109/CIG.2009.5286450
Jose Vega, Zvi Retchkiman Königsberg
{"title":"Modeling the game of Arimaa with Linguistic Geometry","authors":"Jose Vega, Zvi Retchkiman Königsberg","doi":"10.1109/CIG.2009.5286450","DOIUrl":"https://doi.org/10.1109/CIG.2009.5286450","url":null,"abstract":"A computer defeated a chess world champion for the first time in 1997. This event inspired Omar Syed to develop the game of Arimaa. He intended to make it difficult to solve under present search approaches. Linguistic Geometry is a technique that offers a formal method based on the expertise of human chess masters, to make the development of complex heuristics easier. This article introduces a Linguistic Geometry based model for the game of Arimaa. It gives implementation for each of the essential components of Linguistic Geometry: trajectories, zones, translations and searches. A test case is given and it is used as input for a software implementation of the proposed model. The results given by the software are compared against the analysis made by a human player.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121799964","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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