{"title":"Hybrid Evolutionary Learning Approaches for The Virus Game","authors":"M. Naveed, P. Cowling, M. A. Hossain","doi":"10.1109/CIG.2007.368098","DOIUrl":"https://doi.org/10.1109/CIG.2007.368098","url":null,"abstract":"This paper investigates the effectiveness of hybrids of learning and evolutionary approaches to find weights and topologies for an artificial neural network (ANN) which is used to evaluate board positions for a two-person zero-sum game, the virus game. Two hybrid approaches: evolutionary RPROP (resilient backpropagation) and evolutionary BP (backpropagation) are described and empirically compared with BP, RPROP, iRPROP (improved RPROP) and evolutionary learning approaches. The results show that evolutionary RPROP and evolutionary BP have significantly better generalisation performance than their constituent learning and evolutionary methods.","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114367906","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}
D. Bannach, O. Amft, K. Kunze, E. A. Heinz, G. Tröster, P. Lukowicz
{"title":"Waving Real Hand Gestures Recorded by Wearable Motion Sensors to a Virtual Car and Driver in a Mixed-Reality Parking Game","authors":"D. Bannach, O. Amft, K. Kunze, E. A. Heinz, G. Tröster, P. Lukowicz","doi":"10.1109/CIG.2007.368076","DOIUrl":"https://doi.org/10.1109/CIG.2007.368076","url":null,"abstract":"We envision to add context awareness and ambient intelligence to edutainment and computer gaming applications in general. This requires mixed-reality setups and ever-higher levels of immersive human-computer interaction. Here, we focus on the automatic recognition of natural human hand gestures recorded by inexpensive, wearable motion sensors. To study the feasibility of our approach, we chose an educational parking game with 3D graphics that employs motion sensors and hand gestures as its sole game controls. Our implementation prototype is based on Java-3D for the graphics display and on our own CRN Toolbox for sensor integration. It shows very promising results in practice regarding game appeal, player satisfaction, extensibility, ease of interfacing to the sensors, and - last but not least - sufficient accuracy of the real-time gesture recognition to allow for smooth game control. An initial quantitative performance evaluation confirms these notions and provides further support for our setup","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129898040","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":"Bayesian Opponent Modeling in a Simple Poker Environment","authors":"Roderick J. S. Baker, P. Cowling","doi":"10.1109/CIG.2007.368088","DOIUrl":"https://doi.org/10.1109/CIG.2007.368088","url":null,"abstract":"In this paper, we use a simple poker game to investigate Bayesian opponent modeling. Opponents are defined in four distinctive styles, and tactics are developed which defeat each of the respective styles. By analyzing the past actions of each opponent, and comparing to action related probabilities, the most challenging opponent is identified, and the strategy employed is one that aims to counter that player. The opponent modeling player plays well against non-reactive player styles, and also performs well when compared to a player that knows the exact styles of each opponent in advance","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131128297","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":"Extracting NPC behavior from computer games using computer vision and machine learning techniques","authors":"A. Fink, J. Denzinger, John Aycock","doi":"10.1109/CIG.2007.368075","DOIUrl":"https://doi.org/10.1109/CIG.2007.368075","url":null,"abstract":"We present a first application of a general approach to learn the behavior of NPCs (and other entities) in a game from observing just the graphical output of the game during game play. This allows some understanding of what a human player might be able to learn during game play. The approach uses object tracking and situation-action pairs with the nearest-neighbor rule. For the game of Pong, we were able to predict the correct behavior of the computer controlled components approximately 9 out of 10 times, even if we keep the usage of knowledge about the game (beyond observing the images) at a minimum","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"136 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133992694","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":"EvoTanks: Co-Evolutionary Development of Game-Playing Agents","authors":"Thomas Thompson, J. Levine, G. Hayes","doi":"10.1109/CIG.2007.368116","DOIUrl":"https://doi.org/10.1109/CIG.2007.368116","url":null,"abstract":"This paper describes the EvoTanks research project, a continuing attempt to develop strong AI players for a primitive `combat' style video game using evolutionary computational methods with artificial neural networks. A small but challenging feat due to the necessity for agent's actions to rely heavily on opponent behaviour. Previous investigation has shown the agents are capable of developing high performance behaviours by evolving against scripted opponents; however these are local to the trained opponent. The focus of this paper shows results from the use of co-evolution on the same population. Results show agents no longer succumb to trappings of local maxima within the search space and are capable of converging on high fitness behaviours local to their population without the use of scripted opponents","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114859687","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}
J. Reisinger, E. Bahçeci, Igor Karpov, R. Miikkulainen
{"title":"Coevolving Strategies for General Game Playing","authors":"J. Reisinger, E. Bahçeci, Igor Karpov, R. Miikkulainen","doi":"10.1109/CIG.2007.368115","DOIUrl":"https://doi.org/10.1109/CIG.2007.368115","url":null,"abstract":"The General Game Playing Competition (Genesereth et al., 2005) poses a unique challenge for artificial intelligence. To be successful, a player must learn to play well in a limited number of example games encoded in first-order logic and then generalize its game play to previously unseen games with entirely different rules. Because good opponents are usually not available, learning algorithms must come up with plausible opponent strategies in order to benchmark performance. One approach to simultaneously learning all player strategies is coevolution. This paper presents a coevolutionary approach using neuroevolution of augmenting topologies to evolve populations of game state evaluators. This approach is tested on a sample of games from the General Game Playing Competition and shown to be effective: It allows the algorithm designer to minimize the amount of domain knowledge built into the system, which leads to more general game play and allows modeling opponent strategies efficiently. Furthermore, the general game playing domain proves to be a powerful tool for developing and testing coevolutionary methods","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"218 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115524900","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":"Computer Strategies for Solitaire Yahtzee","authors":"James R. Glenn","doi":"10.1109/CIG.2007.368089","DOIUrl":"https://doi.org/10.1109/CIG.2007.368089","url":null,"abstract":"Solitaire Yahtzee has been solved completely. However, the optimal strategy is not one a human could practically use, and for computer play it requires either a very large database or significant CPU time. We present some refinements to the techniques used to solve solitaire Yahtzee and give a method for analyzing other solitaire strategies and give some examples of this analysis for some non-optimal strategies, including some produced by evolutionary algorithms","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116106360","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":"Automatic Generation of Evaluation Features for Computer Game Players","authors":"Makoto Miwa, Daisaku Yokoyama, T. Chikayama","doi":"10.1109/CIG.2007.368108","DOIUrl":"https://doi.org/10.1109/CIG.2007.368108","url":null,"abstract":"Accuracy of evaluation functions is one of the critical factors in computer game players. Evaluation functions are usually constructed manually as a weighted linear combination of evaluation features that characterize game positions. Selecting evaluation features and tuning their weights require deep knowledge of the game and largely alleviates such efforts. In this paper, we propose a new fast and scalable method to automatically generate game position features based on game records to be used in evaluation functions. Our method treats two-class problems which is widely applicable to many types of games. Evaluation features are built as conjunctions of the simplest features representing positions. We select these features based on two measures: frequency and conditional mutual information. To evaluate the proposed method, we applied it to 200,000 Othello positions. The proposed selection method is found to be effective, showing much better results than when simple features are used. The naive Bayesian classifier using automatically generated features showed the accuracy close to 80% in win/lose classification. We also show that this generation method can be parallelized easily and can treat large scale problems by converting these selection algorithms into incremental selection algorithms","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"252 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122493728","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":"Fuzzy Prolog as Cognitive Layer in RoboCupSoccer","authors":"S. Muñoz-Hernández, W. S. Wiguna","doi":"10.1109/CIG.2007.368118","DOIUrl":"https://doi.org/10.1109/CIG.2007.368118","url":null,"abstract":"RoboCupSoccer domain has several leagues which varies in the rule of play such as specification of players, number of players, field size, and time length. Nevertheless, each RoboCup league is a variant of a soccer league and therefore they are based on some basic rules of soccer. A layered design of agents system presented in the work of Garcia et al. (2004) shows a modular approach to build control for a team of robots participating in RoboCupSoccer E-League. Based on this design, we propose a generalized architecture offering flexibility to switch between leagues and programming language while maintaining Prolog as cognitive layer. Prolog is a very convenient tool to design strategies for soccer players using simple rules close to human reasoning. Sometimes this reasoning needs to deal with uncertainty, fuzziness or incompleteness of the information. In these cases it is useful Fuzzy Prolog (Guadarrama et al., 2004), (Munoz-Hernandez and Vaucheret, 2005), (Munoz-Hernandez and Gomez-Perez, 2005), (Munoz-Hernandez and Vaucheret, 2006). In this paper we propose to use a combination of Prolog (that is crisp) and Fuzzy Prolog to implement the cognitive layer in RoboCupSoccer, which has the advantage of incorporating as conventional logic as fuzzy logic in this layer. A prototype of a team based on this architecture has been build for RoboCup soccer simulator, and we show that this approach provides a convenient way of incorporating a team strategy in high level (human-like) manner, where technical details are encapsulated and fuzzy information is represented","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127281872","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":"Co-Evolving Influence Map Tree Based Strategy Game Players","authors":"C. Miles, J. Quiroz, Ryan E. Leigh, S. Louis","doi":"10.1109/CIG.2007.368083","DOIUrl":"https://doi.org/10.1109/CIG.2007.368083","url":null,"abstract":"We investigate the use of genetic algorithms to evolve AI players for real-time strategy games. To overcome the knowledge acquisition bottleneck found in using traditional expert systems, scripts, or decision trees we evolve players through co-evolution. Our game players are implemented as resource allocation systems. Influence map trees are used to analyze the game-state and determine promising places to attack, defend, etc. These spatial objectives are chained to non-spatial objectives (train units, build buildings, gather resources) in a dependency graph. Players are encoded within the individuals of a genetic algorithm and co-evolved against each other, with results showing the production of strategies that are innovative, robust, and capable of defeating a suite of hand-coded opponents","PeriodicalId":365269,"journal":{"name":"2007 IEEE Symposium on Computational Intelligence and Games","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129965587","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}