55,538 research outputs found

    Protocol Requirements for Self-organizing Artifacts: Towards an Ambient Intelligence

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    We discuss which properties common-use artifacts should have to collaborate without human intervention. We conceive how devices, such as mobile phones, PDAs, and home appliances, could be seamlessly integrated to provide an "ambient intelligence" that responds to the user's desires without requiring explicit programming or commands. While the hardware and software technology to build such systems already exists, as yet there is no standard protocol that can learn new meanings. We propose the first steps in the development of such a protocol, which would need to be adaptive, extensible, and open to the community, while promoting self-organization. We argue that devices, interacting through "game-like" moves, can learn to agree about how to communicate, with whom to cooperate, and how to delegate and coordinate specialized tasks. Thus, they may evolve a distributed cognition or collective intelligence capable of tackling complex tasks.Comment: To be presented at 5th International Conference on Complex System

    Automated Game Design Learning

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    While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    The Hanabi Challenge: A New Frontier for AI Research

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    From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.Comment: 32 pages, 5 figures, In Press (Artificial Intelligence

    ViZDoom Competitions: Playing Doom from Pixels

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    This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots had to make their decisions based solely on visual information, i.e., a raw screen buffer. To play well, the bots needed to understand their surroundings, navigate, explore, and handle the opponents at the same time. These aspects, together with the competitive multi-agent aspect of the game, make the competition a unique platform for evaluating the state of the art reinforcement learning algorithms. The paper discusses the rules, solutions, results, and statistics that give insight into the agents' behaviors. Best-performing agents are described in more detail. The results of the competition lead to the conclusion that, although reinforcement learning can produce capable Doom bots, they still are not yet able to successfully compete against humans in this game. The paper also revisits the ViZDoom environment, which is a flexible, easy to use, and efficient 3D platform for research for vision-based reinforcement learning, based on a well-recognized first-person perspective game Doom

    AWESOME: A General Multiagent Learning Algorithm that Converges in Self-Play and Learns a Best Response Against Stationary Opponents

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    A satisfactory multiagent learning algorithm should, {\em at a minimum}, learn to play optimally against stationary opponents and converge to a Nash equilibrium in self-play. The algorithm that has come closest, WoLF-IGA, has been proven to have these two properties in 2-player 2-action repeated games--assuming that the opponent's (mixed) strategy is observable. In this paper we present AWESOME, the first algorithm that is guaranteed to have these two properties in {\em all} repeated (finite) games. It requires only that the other players' actual actions (not their strategies) can be observed at each step. It also learns to play optimally against opponents that {\em eventually become} stationary. The basic idea behind AWESOME ({\em Adapt When Everybody is Stationary, Otherwise Move to Equilibrium}) is to try to adapt to the others' strategies when they appear stationary, but otherwise to retreat to a precomputed equilibrium strategy. The techniques used to prove the properties of AWESOME are fundamentally different from those used for previous algorithms, and may help in analyzing other multiagent learning algorithms also

    Strategies for fast convergence in semiotic dynamics

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    Semiotic dynamics is a novel field that studies how semiotic conventions spread and stabilize in a population of agents. This is a central issue both for theoretical and technological reasons since large system made up of communicating agents, like web communities or artificial embodied agents teams, are getting widespread. In this paper we discuss a recently introduced simple multi-agent model which is able to account for the emergence of a shared vocabulary in a population of agents. In particular we introduce a new deterministic agents' playing strategy that strongly improves the performance of the game in terms of faster convergence and reduced cognitive effort for the agents.Comment: 6 pages, 6 figure
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