一般电子游戏玩法

J. Levine, C. Congdon, M. Ebner, G. Kendall, S. Lucas, R. Miikkulainen, T. Schaul, Tommy Thompson
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引用次数: 87

摘要

人工智能的一个重大挑战是创造通用智能:一个可以在许多任务上表现出色的代理,而不仅仅是一个。在游戏领域,这引发了通用游戏玩法(GGP)的挑战。在《GGP》中,游戏(游戏邦注:通常是回合制棋盘游戏)是根据游戏逻辑(游戏邦注:移动时会发生什么,计分系统如何运作,如何宣布胜利者等等)进行定义的。然后AI玩家必须弄清楚如何玩游戏以及如何获胜。在这项工作中,我们试图将通用游戏玩法的概念扩展到电子游戏领域,从而形成通用电子游戏玩法(GVGP)领域。在GVGP中,计算代理将被要求玩他们以前从未见过的视频游戏。至少,智能体会被告知世界的当前状态,并被告知什么行动是适用的。在每一场游戏中,代理都必须决定自己的行动,并且考虑到游戏中其他代理的行动和游戏物理,状态将会更新。我们设想举办一场基于GVGP玩法的比赛,以街机风格(例如类似于Atari 2600)游戏为起点。这些游戏内容丰富,足以对GVGP代理构成巨大挑战,而且不会引入不必要的复杂性。根据状态的形式(帧缓冲或对象模型)以及动作执行的前向模型是否可用,我们设想的竞争可能有许多轨道。我们建议,现有的物理旅行推销员(psp)软件可以为我们的目的进行扩展,各种GVGP游戏可以由AI和游戏专业的学生和其他开发人员在这个框架下创建。除此之外,我们还设想开发一种电子游戏描述语言(VGDL),作为一种简洁地描述电子游戏的方式。对于比赛,我们认为这是一个有趣的挑战,涉及深思熟虑的搜索、机器学习和将现有知识转移到新领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
General Video Game Playing
One of the grand challenges of AI is to create general intelligence: an agent that can excel at many tasks, not just one. In the area of games, this has given rise to the challenge of General Game Playing (GGP). In GGP, the game (typically a turn-taking board game) is defined declaratively in terms of the logic of the game (what happens when a move is made, how the scoring system works, how the winner is declared, and so on). The AI player then has to work out how to play the game and how to win. In this work, we seek to extend the idea of General Game Playing into the realm of video games, thus forming the area of General Video Game Playing (GVGP). In GVGP, computational agents will be asked to play video games that they have not seen before. At the minimum, the agent will be given the current state of the world and told what actions are applicable. Every game tick the agent will have to decide on its action, and the state will be updated, taking into account the actions of the other agents in the game and the game physics. We envisage running a competition based on GVGP playing, using arcadestyle (e.g. similar to Atari 2600) games as our starting point. These games are rich enough to be a formidable challenge to a GVGP agent, without introducing unnecessary complexity. The competition that we envisage could have a number of tracks, based on the form of the state (frame buffer or object model) and whether or not a forward model of action execution is available. We propose that the existing Physical Travelling Salesman (PTSP) software could be extended for our purposes and that a variety of GVGP games could be created in this framework by AI and Games students and other developers. Beyond this, we envisage the development of a Video Game Description Language (VGDL) as a way of concisely specifying video games. For the competition, we see this as being an interesting challenge in terms of deliberative search, machine learning and transfer of existing knowledge into new domains.
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