基于记忆限制下深度强化学习的通用动作游戏智能体

Lucas Antunes de Almeida, M. Thielo
{"title":"基于记忆限制下深度强化学习的通用动作游戏智能体","authors":"Lucas Antunes de Almeida, M. Thielo","doi":"10.1109/SBGames51465.2020.00015","DOIUrl":null,"url":null,"abstract":"Among the topics that increasingly gained special attention in Computer Science recently, the evolution of Artificial Intelligence has been one of the most prominent subjects, especially when related to games. In this work we developed an intelligent agent with memory restrictions so to investigate its ability to learn playing multiple, different games without the need of being provided with specific details for each of the games. As a measure of quality of the agent, we used the difference between its score and the scores obtained by casual human players. Aiming to address the possibilities of using Deep Learning for General Game Playing in less powerful devices, we explicitly limited the amount of memory available for the agent, apart from the commonly used physical memory limit for most works in the area. For the abstraction of machine learning and image processing stages, we used the Keras and Gym libraries. As a result, we obtained an agent capable of playing multiple games without the need to provide rules in advance, but receiving at each moment only the game video frame, the current score and whether the current state represents an endgame. To assess the agent effectiveness, we submitted it to a set of Atari 2600™ games, where the scores obtained were compared to casual human players and discussed. In the conclusion, we show that promising results were obtained for these games even with memory limitations and finally a few improvements are proposed.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"An Intelligent Agent Playing Generic Action Games based on Deep Reinforcement Learning with Memory Restrictions\",\"authors\":\"Lucas Antunes de Almeida, M. Thielo\",\"doi\":\"10.1109/SBGames51465.2020.00015\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Among the topics that increasingly gained special attention in Computer Science recently, the evolution of Artificial Intelligence has been one of the most prominent subjects, especially when related to games. In this work we developed an intelligent agent with memory restrictions so to investigate its ability to learn playing multiple, different games without the need of being provided with specific details for each of the games. As a measure of quality of the agent, we used the difference between its score and the scores obtained by casual human players. Aiming to address the possibilities of using Deep Learning for General Game Playing in less powerful devices, we explicitly limited the amount of memory available for the agent, apart from the commonly used physical memory limit for most works in the area. For the abstraction of machine learning and image processing stages, we used the Keras and Gym libraries. As a result, we obtained an agent capable of playing multiple games without the need to provide rules in advance, but receiving at each moment only the game video frame, the current score and whether the current state represents an endgame. To assess the agent effectiveness, we submitted it to a set of Atari 2600™ games, where the scores obtained were compared to casual human players and discussed. In the conclusion, we show that promising results were obtained for these games even with memory limitations and finally a few improvements are proposed.\",\"PeriodicalId\":335816,\"journal\":{\"name\":\"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"volume\":\"62 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGames51465.2020.00015\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGames51465.2020.00015","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

最近,在计算机科学领域越来越受到特别关注的话题中,人工智能的进化一直是最突出的主题之一,尤其是与游戏相关的主题。在这项工作中,我们开发了一个具有内存限制的智能代理,以便研究其学习玩多个不同游戏的能力,而不需要为每个游戏提供特定的细节。作为智能体质量的衡量标准,我们使用了它的得分与普通人类玩家的得分之差。为了解决在不太强大的设备上使用深度学习进行一般游戏的可能性,我们明确限制了代理可用的内存量,除了该领域大多数作品常用的物理内存限制之外。对于机器学习和图像处理阶段的抽象,我们使用了Keras和Gym库。因此,我们获得了一个无需预先提供规则就能玩多个游戏的agent,但在每个时刻只接收游戏视频帧、当前分数以及当前状态是否代表终局。为了评估代理的有效性,我们将其提交给一组Atari 2600™游戏,将获得的分数与休闲人类玩家进行比较并进行讨论。在结论中,我们表明即使在内存限制的情况下,这些游戏也获得了令人满意的结果,并提出了一些改进意见。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Intelligent Agent Playing Generic Action Games based on Deep Reinforcement Learning with Memory Restrictions
Among the topics that increasingly gained special attention in Computer Science recently, the evolution of Artificial Intelligence has been one of the most prominent subjects, especially when related to games. In this work we developed an intelligent agent with memory restrictions so to investigate its ability to learn playing multiple, different games without the need of being provided with specific details for each of the games. As a measure of quality of the agent, we used the difference between its score and the scores obtained by casual human players. Aiming to address the possibilities of using Deep Learning for General Game Playing in less powerful devices, we explicitly limited the amount of memory available for the agent, apart from the commonly used physical memory limit for most works in the area. For the abstraction of machine learning and image processing stages, we used the Keras and Gym libraries. As a result, we obtained an agent capable of playing multiple games without the need to provide rules in advance, but receiving at each moment only the game video frame, the current score and whether the current state represents an endgame. To assess the agent effectiveness, we submitted it to a set of Atari 2600™ games, where the scores obtained were compared to casual human players and discussed. In the conclusion, we show that promising results were obtained for these games even with memory limitations and finally a few improvements are proposed.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信