2016 IEEE Conference on Computational Intelligence and Games (CIG)最新文献

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Position-based reinforcement learning biased MCTS for General Video Game Playing 基于位置的强化学习偏向MCTS的一般视频游戏
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860449
C. Chu, Suguru Ito, Tomohiro Harada, R. Thawonmas
{"title":"Position-based reinforcement learning biased MCTS for General Video Game Playing","authors":"C. Chu, Suguru Ito, Tomohiro Harada, R. Thawonmas","doi":"10.1109/CIG.2016.7860449","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860449","url":null,"abstract":"This paper proposes an application of reinforcement learning and position-based features in rollout bias training of Monte-Carlo Tree Search (MCTS) for General Video Game Playing (GVGP). As an improvement on Knowledge-based Fast-Evo MCTS proposed by Perez et al., the proposed method is designated for both the GVG-AI Competition and improvement of the learning mechanism of the original method. The performance of the proposed method is evaluated empirically, using all games from six training sets available in the GVG-AI Framework, and the proposed method achieves better scores than five other existing MCTS-based methods overall.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"24 1","pages":"1-8"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82979627","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
Recovering visibility and dodging obstacles in pursuit-evasion games 在追逐逃避游戏中恢复能见度和躲避障碍物
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860419
Ahmed Abdelkader
{"title":"Recovering visibility and dodging obstacles in pursuit-evasion games","authors":"Ahmed Abdelkader","doi":"10.1109/CIG.2016.7860419","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860419","url":null,"abstract":"Pursuit-evasion games encompass a wide range of planning problems with a variety of constraints on the motion of agents. We study the visibility-based variant where a pursuer is required to keep an evader in sight, while the evader is assumed to attempt to hide as soon as possible. This is particularly relevant in the context of video games where non-player characters of varying skill levels frequently chase after and attack the player. In this paper, we show that a simple dual formulation of the problem can be integrated into the traditional model to derive optimal strategies that tolerate interruptions in visibility resulting from motion among obstacles. Furthermore, using the enhanced model we propose a competitive procedure to maintain the optimal strategies in a dynamic environment where obstacles can change both shape and location. We prove the correctness of our algorithms and present results for different maps.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"6 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84097165","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
Evaluating real-time strategy game states using convolutional neural networks 使用卷积神经网络评估实时策略游戏状态
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860439
Marius Stanescu, Nicolas A. Barriga, Andy Hess, M. Buro
{"title":"Evaluating real-time strategy game states using convolutional neural networks","authors":"Marius Stanescu, Nicolas A. Barriga, Andy Hess, M. Buro","doi":"10.1109/CIG.2016.7860439","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860439","url":null,"abstract":"Real-time strategy (RTS) games, such as Blizzard's StarCraft, are fast paced war simulation games in which players have to manage economies, control many dozens of units, and deal with uncertainty about opposing unit locations in real-time. Even in perfect information settings, constructing strong AI systems has been difficult due to enormous state and action spaces and the lack of good state evaluation functions and high-level action abstractions. To this day, good human players are still handily defeating the best RTS game AI systems, but this may change in the near future given the recent success of deep convolutional neural networks (CNNs) in computer Go, which demonstrated how networks can be used for evaluating complex game states accurately and to focus look-ahead search. In this paper we present a CNN for RTS game state evaluation that goes beyond commonly used material based evaluations by also taking spatial relations between units into account. We evaluate the CNN's performance by comparing it with various other evaluation functions by means of tournaments played by several state-of-the-art search algorithms. We find that, despite its much slower evaluation speed, on average the CNN based search performs significantly better compared to simpler but faster evaluations. These promising initial results together with recent advances in hierarchical search suggest that dominating human players in RTS games may not be far off.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"35 1","pages":"1-7"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77467518","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: 46
Monte-Carlo simulation balancing revisited 蒙特卡罗模拟平衡重新审视
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860411
Tobias Graf, M. Platzner
{"title":"Monte-Carlo simulation balancing revisited","authors":"Tobias Graf, M. Platzner","doi":"10.1109/CIG.2016.7860411","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860411","url":null,"abstract":"Simulation Balancing is an optimization algorithm to automatically tune the parameters of a playout policy used inside a Monte Carlo Tree Search. The algorithm fits a policy so that the expected result of a policy matches given target values of the training set. Up to now it has been successfully applied to Computer Go on small 9 × 9 boards but failed for larger board sizes like 19 × 19. On these large boards apprenticeship learning, which fits a policy so that it closely follows an expert, continues to be the algorithm of choice. In this paper we introduce several improvements to the original simulation balancing algorithm and test their effectiveness in Computer Go. The proposed additions remove the necessity to generate target values by deep searches, optimize faster and make the algorithm less prone to overfitting. The experiments show that simulation balancing improves the playing strength of a Go program using apprenticeship learning by more than 200 ELO on the large board size 19 × 19.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"20 1","pages":"1-7"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91305088","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: 4
Heuristics for sleep and heal in combat 启发式睡眠和治疗在战斗中
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860401
Shuo Xu, Clark Verbrugge
{"title":"Heuristics for sleep and heal in combat","authors":"Shuo Xu, Clark Verbrugge","doi":"10.1109/CIG.2016.7860401","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860401","url":null,"abstract":"Basic attack and defense actions in games are often extended by more powerful actions, including the ability to temporarily incapacitate an enemy through sleep or stun, the ability to restore health through healing, and others. Use of these abilities can have a dramatic impact on combat outcome, and so is typically strongly limited. This implies a non-trivial decision process, and for an AI to effectively use these actions it must consider the potential benefit, opportunity cost, and the complexity of choosing an appropriate target. In this work we develop a formal model to explore optimized use of sleep and heal in small-scale combat scenarios. We consider different heuristics that can guide the use of such actions; experimental work based on Pokémon combats shows that significant improvements are possible over the basic, greedy strategies commonly employed by AI agents. Our work allows for better performance by companion and enemy AIs, and also gives guidance to game designers looking to incorporate advanced combat actions without overly unbalancing combat.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"222 1","pages":"1-8"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79290046","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
Personalised track design in car racing games 赛车游戏中的个性化赛道设计
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860435
Theodosis Georgiou, Y. Demiris
{"title":"Personalised track design in car racing games","authors":"Theodosis Georgiou, Y. Demiris","doi":"10.1109/CIG.2016.7860435","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860435","url":null,"abstract":"Real-time adaptation of computer games' content to the users' skills and abilities can enhance the player's engagement and immersion. Understanding of the user's potential while playing is of high importance in order to allow the successful procedural generation of user-tailored content. We investigate how player models can be created in car racing games. Our user model uses a combination of data from unobtrusive sensors, while the user is playing a car racing simulator. It extracts features through machine learning techniques, which are then used to comprehend the user's gameplay, by utilising the educational theoretical frameworks of the Concept of Flow and Zone of Proximal Development. The end result is to provide at a next stage a new track that fits to the user needs, which aids both the training of the driver and their engagement in the game. In order to validate that the system is designing personalised tracks, we associated the average performance from 41 users that played the game, with the difficulty factor of the generated track. In addition, the variation in paths of the implemented tracks between users provides a good indicator for the suitability of the system.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"49 1","pages":"1-8"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83368588","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: 4
An integrated process for game balancing 游戏平衡的综合过程
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860425
Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, Martin Rieger, Nicolas Pflanzl, M. Preuss, Vanessa Volz
{"title":"An integrated process for game balancing","authors":"Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, Martin Rieger, Nicolas Pflanzl, M. Preuss, Vanessa Volz","doi":"10.1109/CIG.2016.7860425","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860425","url":null,"abstract":"Game balancing is a recurring problem that currently requires a lot of manual work, usually following a game designer's intuition or rules-of-thumb. To what extent can or should the balancing process be automated? We establish a process model that integrates both manual and automated balancing approaches. Artificial agents are employed to automatically assess the desirability of a game. We demonstrate the feasibility of implementing the model and analyze the resulting solutions from its application to a simple video game.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"29 1","pages":"1-8"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81337526","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: 12
Biometrics and classifier fusion to predict the fun-factor in video gaming 生物识别和分类器融合预测电子游戏中的乐趣因素
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860418
Andrea Clerico, Cindy Chamberland, Mark Parent, P. Michon, S. Tremblay, T. Falk, Jean-Christophe Gagnon, P. Jackson
{"title":"Biometrics and classifier fusion to predict the fun-factor in video gaming","authors":"Andrea Clerico, Cindy Chamberland, Mark Parent, P. Michon, S. Tremblay, T. Falk, Jean-Christophe Gagnon, P. Jackson","doi":"10.1109/CIG.2016.7860418","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860418","url":null,"abstract":"The key to the development of adaptive gameplay is the capability to monitor and predict in real time the players experience (or, herein, fun factor). To achieve this goal, we rely on biometrics and machine learning algorithms to capture a physiological signature that reflects the player's affective state during the game. In this paper, we report research and development effort into the real time monitoring of the player's level of fun during a commercially available video game session using physiological signals. The use of a triple-classifier system allows the transformation of players' physiological responses and their fluctuation into a single yet multifaceted measure of fun, using a non-linear gameplay. Our results suggest that cardiac and respiratory activities provide the best predictive power. Moreover, the level of performance reached when classifying the level of fun (70% accuracy) shows that the use of machine learning approaches with physiological measures can contribute to predicting players experience in an objective manner.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"1 1","pages":"1-8"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82107463","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: 20
Hierarchical Task Network Plan Reuse for video games 电子游戏的分层任务网络计划重用
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860395
Dennis J. N. J. Soemers, M. Winands
{"title":"Hierarchical Task Network Plan Reuse for video games","authors":"Dennis J. N. J. Soemers, M. Winands","doi":"10.1109/CIG.2016.7860395","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860395","url":null,"abstract":"Hierarchical Task Network Planning is an Automated Planning technique. It is, among other domains, used in Artificial Intelligence for video games. Generated plans cannot always be fully executed, for example due to nondeterminism or imperfect information. In such cases, it is often desirable to re-plan. This is typically done completely from scratch, or done using techniques that require conditions and effects of tasks to be defined in a specific format (typically based on First-Order Logic). In this paper, an approach for Plan Reuse is proposed that manipulates the order in which the search tree is traversed by using a similarity function. It is tested in the SimpleFPS domain, which simulates a First-Person Shooter game, and shown to be capable of finding (optimal) plans with a decreased amount of search effort on average when re-planning for variations of previously solved problems.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"52 79 1","pages":"1-8"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80422430","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
Altruistic punishment can help resolve tragedy of the commons social dilemmas 利他惩罚有助于解决公地悲剧的社会困境
2016 IEEE Conference on Computational Intelligence and Games (CIG) Pub Date : 2016-09-01 DOI: 10.1109/CIG.2016.7860402
G. Greenwood
{"title":"Altruistic punishment can help resolve tragedy of the commons social dilemmas","authors":"G. Greenwood","doi":"10.1109/CIG.2016.7860402","DOIUrl":"https://doi.org/10.1109/CIG.2016.7860402","url":null,"abstract":"Social dilemmas force individuals to choose between cooperation, which benefits a group, and defection which benefits the individual. The unfortunate outcome in most social dilemmas is mutual defection where nobody benefits. Researchers frequently use mathematical games such as public goods games to help identify circumstances that might improve cooperation levels within a population. Altruistic punishment has shown promise in these games. Many real-world social dilemmas are expressed via a tragedy of the commons metaphor. This paper describes an investigation designed to see if altruistic punishment might work in tragedy of the commons social dilemmas. Simulation results indicate not only does it help resolve a tragedy of the commons but it also effectively deals with the associated first-order and second-order free rider problems.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"41 1","pages":"1-7"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87516042","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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