教程1:电子游戏描述语言(VGDL)和为通用电子游戏玩法(GVGP)创建代理的挑战

Diego Perez
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摘要

在过去的几十年里,游戏吸引了许多AI研究人员,允许对多个不同的模拟环境进行基准测试,以测试AI算法。为了帮助算法获得更好的结果,提供有关所玩游戏的信息并不罕见。这可能会带来一个问题:在某些情况下,给定技术的成功是由于算法本身还是由于所采用的启发式,这是有争议的。在最糟糕的情况下,有人可能会说AI对研究结果不感兴趣,因为它太适合所使用的游戏了。一般游戏玩法(GGP;棋类游戏)和一般电子游戏(GVGP);对于即时游戏来说,这是一门学科,它试图通过使用几个游戏来解决这个问题,这些游戏必须由相同的算法来玩。可以使用的启发式方法的数量和类型受到问题性质的限制:特定领域的知识可能会使算法过于专注于一个或几个游戏,如果其中一些游戏事先不知道,这就会成为一个问题。在本教程中,我们将探讨视频游戏描述语言(VGDL)和为GVGP创建代理的挑战。我们将使用通用视频游戏AI (GVGAI)框架,用于GVGAI竞赛,创建不同类型的控制器,从简单到更复杂的解决方案。这些控制器将能够在不同的性能水平上玩许多不同的游戏,而不需要特定领域的启发式。此外,我们将分析GVGAI目前和未来的挑战,以及它提供的不同研究机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tutorial I: Video Game Description Language (VGDL) and the challenge of creating agents for General Video Game Playing (GVGP)
Games have attracted many AI researchers over the last decades, allowing to benchmark multiple and varied simulated environments to test AI algorithms in. It is not rare that information about the game played is supplied in order to help the algorithm to achieve better results. This may pose a problem: in some cases it is debatable if the success of a given technique is due to the algorithm itself or to the heuristics employed. In the worse case scenario, one could argue that the research outcome is of little interest to AI because it is too tailored to the game used. General Game Playing (GGP; for board games) and General Video Game Playing (GVGP; for real-time games) are disciplines that try to tackle this issue by employing several games, that must be played by the same algorithm. The number and types of heuristics that can be used is limited by the nature of the problem: domain-specific knowledge can overspecialize the algorithm to one or some of the games, which becomes a problem if some of them are not known in advance. In this tutorial, we will explore the Video Game Description Language (VGDL) and the challenge of creating agents for GVGP. We will use the General Video Game AI (GVGAI) framework, employed for the GVGAI competition, to create different types of controllers, from simple to more complex solutions. These controllers will be able to play, at distinct performance levels, many different games without the need of domain specific heuristics. Furthermore, we will analyze the present and future challenges of GVGAI, as well as the different research opportunities it offers.
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