1,013 research outputs found

    A DSL for describing the artificial intelligence in real-time video games

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    A bibliometric study of the research area of videogames using Dimensions.ai database

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    Videogames are a very interesting area of research for fields as diverse as computer science, health, psychology or even social sciences. Every year a growing number of articles are published in different topics inside this field, so it is very convenient to study the different bibliometric data in order to consolidate the research efforts. Thus, the aim of this work is to conduct a study on the distribution of articles related to videogames in the different fields of research, as well as to measure their interest over time, to identify the sources, countries and authors with the highest scientific production. In order to carry out this analysis, the information system Dimensions.ai has been considered, since it covers a large number of documents and allows for easy downloading and analysis of datasets. According to the study, three countries are the most prolific in this area: USA, Canada and UK. The obtained results also indicate that the fields with the highest number of publications are Information and Computer Sciences, Medical and Health Sciences, and Psychology and Cognitive Sciences, in this order. With regard to the impact of the publications, differences between the number of citations, and the number of Altmetric Attention Score, have been found

    Few-Shot Bayesian Imitation Learning with Logical Program Policies

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    Humans can learn many novel tasks from a very small number (1--5) of demonstrations, in stark contrast to the data requirements of nearly tabula rasa deep learning methods. We propose an expressive class of policies, a strong but general prior, and a learning algorithm that, together, can learn interesting policies from very few examples. We represent policies as logical combinations of programs drawn from a domain-specific language (DSL), define a prior over policies with a probabilistic grammar, and derive an approximate Bayesian inference algorithm to learn policies from demonstrations. In experiments, we study five strategy games played on a 2D grid with one shared DSL. After a few demonstrations of each game, the inferred policies generalize to new game instances that differ substantially from the demonstrations. Our policy learning is 20--1,000x more data efficient than convolutional and fully convolutional policy learning and many orders of magnitude more computationally efficient than vanilla program induction. We argue that the proposed method is an apt choice for tasks that have scarce training data and feature significant, structured variation between task instances.Comment: AAAI 202

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    MiniHack the Planet: A Sandbox for Open-Ended Reinforcement Learning Research

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    Progress in deep reinforcement learning (RL) is heavily driven by the availability of challenging benchmarks used for training agents. However, benchmarks that are widely adopted by the community are not explicitly designed for evaluating specific capabilities of RL methods. While there exist environments for assessing particular open problems in RL (such as exploration, transfer learning, unsupervised environment design, or even language-assisted RL), it is generally difficult to extend these to richer, more complex environments once research goes beyond proof-of-concept results. We present MiniHack, a powerful sandbox framework for easily designing novel RL environments. MiniHack is a one-stop shop for RL experiments with environments ranging from small rooms to complex, procedurally generated worlds. By leveraging the full set of entities and environment dynamics from NetHack, one of the richest grid-based video games, MiniHack allows designing custom RL testbeds that are fast and convenient to use. With this sandbox framework, novel environments can be designed easily, either using a human-readable description language or a simple Python interface. In addition to a variety of RL tasks and baselines, MiniHack can wrap existing RL benchmarks and provide ways to seamlessly add additional complexity

    GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4

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    Game engine programming involves a great number of software components, many of which perform similar tasks; for example, memory allocation must take place in the renderer as well as in the creation routines while other tasks such as error logging must take place everywhere. One area of all games which is critical to the success of the game is that of game balance and tuning. These balancing initiatives cut across all areas of code from the player and AI to the mission manager. In computer science, we’ve come to call these types of concerns “cross cutting”. Aspect oriented programming was developed, in part, to solve the problems of cross cutting: employing “advice” which can be incorporated across different pieces of functionality. Yet, despite the prevalence of a solution, very little work has been done to bring cross cutting to game engine programming. Additionally, the discipline involves a heavy amount of code rewriting and reuse while simultaneously relying on many common design patterns that are copied from one project to another. In the case of game balance, the code may be wildly different across two different games despite the fact that similar tasks are being done. These two problems are exacerbated by the fact that almost every game engine has its own custom DSL (domain specific language) unique to that situation. If a DSL could showcase the areas of cross cutting concerns while highlighting the ability to capture design patterns that can be used across games, significant productivity savings could be achieved while simultaneously creating a common thread for discussion of shared problems within the domain. This dissertation sought to do exactly that- create a metalanguage called GAMESPECT which supports multiple styles of DSLs while bringing aspect-oriented programming into the DSL’s to make them DSAL (domain specific aspect languages). The example cross cutting concern was game balance and tuning since it’s so pervasive and important to gaming. We have created GAMESPECT as a language and a composition framework which can assist engine developers and game designers in balancing their games, forming one central place for game balancing concerns even while these concerns may cross different languages and locations inside the source code. Generality was measured by showcasing the composition specifications in multiple contexts and languages. In addition to evaluating generality and performance metrics, effectiveness was be measured. Specifically, comparisons were made between a balancing initiative when performed with GAMESPECT vs a traditional methodology. In doing so, this work shows a clear advantage to using a Metalanguage such as GAMESPECT for this task. In general, a line of code reduction of 9-40% per task was achieved with negligible effects to performance. The use of a metalanguage in Unreal Engine 4 is a starting point to further discussions concerning other game engines. In addition, this work has implications beyond video game programming. The work described highlights benefits which might be achieved in other disciplines where design pattern implementations and cross-cutting concern usage is high; the real time simulation field and the field of Windows GUI programming are two examples of future domains

    Languages of games and play: A systematic mapping study

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    Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development

    BhTSL, behavior trees specification and processing

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    In the context of game development, there is always the need for describing behaviors for various entities, whether NPCs or even the world itself. That need requires a formalism to describe properly such behaviors. As the gaming industry has been growing, many approaches were proposed. First, finite state machines were used and evolved to hierarchical state machines. As that formalism was not enough, a more powerful concept appeared. Instead of using states for describing behaviors, people started to use tasks. This concept was incorporated in behavior trees. This paper focuses in the specification and processing of Behavior Trees. A DSL designed for that purpose will be introduced. It will also be discussed a generator that produces LATEX diagrams to document the trees, and a Python module to implement the behavior described. Additionally, a simulator will be presented. These achievements will be illustrated using a concrete game as a case study.This work has been supported by FCT–Fundação para a Ciência e Tecnologia within the R&D Units Project Scope: UIDB/00319/2020
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