用于基于模型或交互式学习的电子游戏描述语言

T. Schaul
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引用次数: 207

摘要

我们提出了一个强大的新工具,用于进行计算智能和游戏的研究。PyVGDL是一种简单、高级的2D视频游戏描述语言,附带的软件库允许解析和即时播放这些游戏。语言的流线型设计基于定义简单构建块的位置和动态,以及这些对象碰撞时的交互效果,所有这些都在丰富的本体中提供。它可以用于快速设计游戏,而无需处理控制结构,并且简洁的语言也可以用于生成方法。我们将展示如何通过几行PyVGDL生成许多经典游戏的动态。这些生成游戏的主要目标是作为学习和规划算法的各种基准问题;因此,我们为不同类型的学习代理提供了一系列接口,从全局或第一人称的角度进行视觉或抽象观察。为了证明库在广泛的学习场景中的有用性,我们展示了如何在游戏动力学模型可用或不可用时学习胜任行为,当完整状态信息被给予代理或仅仅是主观观察时,当学习是交互式或批处理模式时,以及许多不同的学习算法,包括强化学习和进化搜索。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A video game description language for model-based or interactive learning
We propose a powerful new tool for conducting research on computational intelligence and games. `PyVGDL' is a simple, high-level description language for 2D video games, and the accompanying software library permits parsing and instantly playing those games. The streamlined design of the language is based on defining locations and dynamics for simple building blocks, and the interaction effects when such objects collide, all of which are provided in a rich ontology. It can be used to quickly design games, without needing to deal with control structures, and the concise language is also accessible to generative approaches. We show how the dynamics of many classical games can be generated from a few lines of PyVGDL. The main objective of these generated games is to serve as diverse benchmark problems for learning and planning algorithms; so we provide a collection of interfaces for different types of learning agents, with visual or abstract observations, from a global or first-person viewpoint. To demonstrate the library's usefulness in a broad range of learning scenarios, we show how to learn competent behaviors when a model of the game dynamics is available or when it is not, when full state information is given to the agent or just subjective observations, when learning is interactive or in batch-mode, and for a number of different learning algorithms, including reinforcement learning and evolutionary search.
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