2014年通用电子游戏比赛

Q2 Computer Science
Diego Perez Liebana, Spyridon Samothrakis, J. Togelius, T. Schaul, S. Lucas, Adrien Couëtoux, Jerry Lee, Chong-U Lim, Tommy Thompson
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引用次数: 193

摘要

本文介绍了2014年IEEE计算智能与游戏会议上举行的第一届通用电子游戏比赛的框架、规则、游戏、控制器和结果。该竞赛提出了为一般电子游戏玩法创造控制器的挑战,其中单个代理必须能够玩许多不同的游戏,其中一些游戏在提交参赛作品时对参与者来说是未知的。这个测试可以看作是一般人工智能的近似值,因为依赖游戏的启发式的数量需要受到严格限制。游戏采用的是随机实时场景(提供下一个行动的时间预算以毫秒为单位),具有不同的获胜条件、得分机制、精灵类型和玩家可用的行动。agent有责任去发现每个游戏的机制,获得高分的要求以及最终取得胜利的必要条件。本文描述了所有提交给比赛的控制器,并由其作者对其中四个控制器进行了深入的描述,包括比赛的获胜者和亚军作品。本文还分析了所提交的不同方法的性能,最后提出了竞赛的未来发展方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The 2014 General Video Game Playing Competition
This paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games, some of them unknown to the participants at the time of submitting their entries. This test can be seen as an approximation of general artificial intelligence, as the amount of game-dependent heuristics needs to be severely limited. The games employed are stochastic real-time scenarios (where the time budget to provide the next action is measured in milliseconds) with different winning conditions, scoring mechanisms, sprite types, and available actions for the player. It is a responsibility of the agents to discover the mechanics of each game, the requirements to obtain a high score and the requisites to finally achieve victory. This paper describes all controllers submitted to the competition, with an in-depth description of four of them by their authors, including the winner and the runner-up entries of the contest. The paper also analyzes the performance of the different approaches submitted, and finally proposes future tracks for the competition.
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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