296 research outputs found
A Bayesian Ensemble Regression Framework on the Angry Birds Game
An ensemble inference mechanism is proposed on the Angry Birds domain. It is
based on an efficient tree structure for encoding and representing game
screenshots, where it exploits its enhanced modeling capability. This has the
advantage to establish an informative feature space and modify the task of game
playing to a regression analysis problem. To this direction, we assume that
each type of object material and bird pair has its own Bayesian linear
regression model. In this way, a multi-model regression framework is designed
that simultaneously calculates the conditional expectations of several objects
and makes a target decision through an ensemble of regression models. Learning
procedure is performed according to an online estimation strategy for the model
parameters. We provide comparative experimental results on several game levels
that empirically illustrate the efficiency of the proposed methodology.Comment: Angry Birds AI Symposium, ECAI 201
Generation and Analysis of Content for Physics-Based Video Games
The development of artificial intelligence (AI) techniques that can assist with the creation and analysis of digital content is a broad and challenging task for researchers. This topic has been most prevalent in the field of game AI research, where games are used as a testbed for solving more complex real-world problems. One of the major issues with prior AI-assisted content creation methods for games has been a lack of direct comparability to real-world environments, particularly those with realistic physical properties to consider. Creating content for such environments typically requires physics-based reasoning, which imposes many additional complications and restrictions that must be considered. Addressing and developing methods that can deal with these physical constraints, even if they are only within simulated game environments, is an important and challenging task for AI techniques that intend to be used in real-world situations.
The research presented in this thesis describes several approaches to creating and analysing levels for the physics-based puzzle game Angry Birds, which features a realistic 2D environment. This research was multidisciplinary in nature and covers a wide variety of different AI fields, leading to this thesis being presented as a compilation of published work. The central part of this thesis consists of procedurally generating levels for physics-based games similar to those in Angry Birds. This predominantly involves creating and placing stable structures made up of many smaller blocks, as well as other level elements. Multiple approaches are presented, including both fully autonomous and human-AI collaborative methodologies. In addition, several analyses of Angry Birds levels were carried out using current state-of-the-art agents. A hyper-agent was developed that uses machine learning to estimate the performance of each agent in a portfolio for an unknown level, allowing it to select the one most likely to succeed. Agent performance on levels that contain deceptive or creative properties was also investigated, allowing determination of the current strengths and weaknesses of different AI techniques. The observed variability in performance across levels for different AI techniques led to the development of an adaptive level generation system, allowing for the dynamic creation of increasingly challenging levels over time based on agent performance analysis. An additional study also investigated the theoretical complexity of Angry Birds levels from a computational perspective.
While this research is predominately applied to video games with physics-based simulated environments, the challenges and problems solved by the proposed methods also have significant real-world potential and applications
The Computational Complexity of Angry Birds
The physics-based simulation game Angry Birds has been heavily researched by
the AI community over the past five years, and has been the subject of a
popular AI competition that is currently held annually as part of a leading AI
conference. Developing intelligent agents that can play this game effectively
has been an incredibly complex and challenging problem for traditional AI
techniques to solve, even though the game is simple enough that any human
player could learn and master it within a short time. In this paper we analyse
how hard the problem really is, presenting several proofs for the computational
complexity of Angry Birds. By using a combination of several gadgets within
this game's environment, we are able to demonstrate that the decision problem
of solving general levels for different versions of Angry Birds is either
NP-hard, PSPACE-hard, PSPACE-complete or EXPTIME-hard. Proof of NP-hardness is
by reduction from 3-SAT, whilst proof of PSPACE-hardness is by reduction from
True Quantified Boolean Formula (TQBF). Proof of EXPTIME-hardness is by
reduction from G2, a known EXPTIME-complete problem similar to that used for
many previous games such as Chess, Go and Checkers. To the best of our
knowledge, this is the first time that a single-player game has been proven
EXPTIME-hard. This is achieved by using stochastic game engine dynamics to
effectively model the real world, or in our case the physics simulator, as the
opponent against which we are playing. These proofs can also be extended to
other physics-based games with similar mechanics.Comment: 55 Pages, 39 Figure
A hybrid algorithm for Bayesian network structure learning with application to multi-label learning
We present a novel hybrid algorithm for Bayesian network structure learning,
called H2PC. It first reconstructs the skeleton of a Bayesian network and then
performs a Bayesian-scoring greedy hill-climbing search to orient the edges.
The algorithm is based on divide-and-conquer constraint-based subroutines to
learn the local structure around a target variable. We conduct two series of
experimental comparisons of H2PC against Max-Min Hill-Climbing (MMHC), which is
currently the most powerful state-of-the-art algorithm for Bayesian network
structure learning. First, we use eight well-known Bayesian network benchmarks
with various data sizes to assess the quality of the learned structure returned
by the algorithms. Our extensive experiments show that H2PC outperforms MMHC in
terms of goodness of fit to new data and quality of the network structure with
respect to the true dependence structure of the data. Second, we investigate
H2PC's ability to solve the multi-label learning problem. We provide
theoretical results to characterize and identify graphically the so-called
minimal label powersets that appear as irreducible factors in the joint
distribution under the faithfulness condition. The multi-label learning problem
is then decomposed into a series of multi-class classification problems, where
each multi-class variable encodes a label powerset. H2PC is shown to compare
favorably to MMHC in terms of global classification accuracy over ten
multi-label data sets covering different application domains. Overall, our
experiments support the conclusions that local structural learning with H2PC in
the form of local neighborhood induction is a theoretically well-motivated and
empirically effective learning framework that is well suited to multi-label
learning. The source code (in R) of H2PC as well as all data sets used for the
empirical tests are publicly available.Comment: arXiv admin note: text overlap with arXiv:1101.5184 by other author
Visual Attention in Dynamic Environments and its Application to Playing Online Games
Abstract In this thesis we present a prototype of Cognitive Programs (CPs) - an executive controller built on top of Selective Tuning (ST) model of attention. CPs enable top-down control of visual system and interaction between the low-level vision and higher-level task demands.
Abstract We implement a subset of CPs for playing online video games in real time using only visual input. Two commercial closed-source games - Canabalt and Robot Unicorn Attack - are used for evaluation. Their simple gameplay and minimal controls put the emphasis on reaction speed and attention over planning.
Abstract Our implementation of Cognitive Programs plays both games at human expert level, which experimentally proves the validity of the concept. Additionally we resolved multiple theoretical and engineering issues, e.g. extending the CPs to dynamic environments, finding suitable data structures for describing the task and information flow within the network and determining the correct timing for each process
Grounding deep models of visual data
Deep models are state-of-the-art for many computer vision tasks including object classification, action recognition, and captioning. As Artificial Intelligence systems that utilize deep models are becoming ubiquitous, it is also becoming crucial to explain why they make certain decisions: Grounding model decisions. In this thesis, we study: 1) Improving Model Classification. We show that by utilizing web action images along with videos in training for action recognition, significant performance boosts of convolutional models can be achieved. Without explicit grounding, labeled web action images tend to contain discriminative action poses, which highlight discriminative portions of a video’s temporal progression. 2) Spatial Grounding. We visualize spatial evidence of deep model predictions using a discriminative top-down attention mechanism, called Excitation Backprop. We show how such visualizations are equally informative for correct and incorrect model predictions, and highlight the shift of focus when different training strategies are adopted. 3) Spatial Grounding for Improving Model Classification at Training Time. We propose a guided dropout regularizer for deep networks based on the evidence of a network prediction. This approach penalizes neurons that are most relevant for model prediction. By dropping such high-saliency neurons, the network is forced to learn alternative paths in order to maintain loss minimization. We demonstrate better generalization ability, an increased utilization of network neurons, and a higher resilience to network compression. 4) Spatial Grounding for Improving Model Classification at Test Time. We propose Guided Zoom, an approach that utilizes spatial grounding to make more informed predictions at test time. Guided Zoom compares the evidence used to make a preliminary decision with the evidence of correctly classified training examples to ensure evidenceprediction consistency, otherwise refines the prediction. We demonstrate accuracy gains for fine-grained classification. 5) Spatiotemporal Grounding. We devise a formulation that simultaneously grounds evidence in space and time, in a single pass, using top-down saliency. We visualize the spatiotemporal cues that contribute to a deep recurrent neural network’s classification/captioning output. Based on these spatiotemporal cues, we are able to localize segments within a video that correspond with a specific action, or phrase from a caption, without explicitly optimizing/training for these tasks
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