39,004 research outputs found
An evolutionary approach for interactive computer games
The authors would like to thank Jeong Keun Park for his
valuable contribution to the graphical representation of the
Dead End game.In this paper we introduce the first stage of experiments
on neuro-evolution mechanisms applied to predator/prey
multi-character computer games. Our test-bed is a computer
game where the prey (i.e. player) has to avoid its predators
by escaping through an exit without getting killed. By viewing
the game from the predators’ (i.e. opponents’) perspective, we
attempt off-line to evolve neural-controlled opponents capable of
playing effectively against computer-guided fixed strategy players.
Their efficiency is based on cooperation which emerges from
an abstract type of partial interaction with their environment. In
addition, investigation of behavior generalization demonstrated
the crucial contribution of playing strategies in the development
of successful predator behaviors.
However, emergent well-behaved opponents trained off-line
with fixed strategies do not make the game interesting to play. We
therefore present an evolutionary mechanism for opponents that
keep learning from a player while playing against it (i.e. on-line)
and we demonstrate its efficiency and robustness in increasing
the predators’ performance while altering their behavior as long
as the game is played. Computer game opponents following this
on-line learning approach show high adaptability to changing
player strategies, which provides evidence for the approach’s
effectiveness and interest against human players.peer-reviewe
The Case for a Mixed-Initiative Collaborative Neuroevolution Approach
It is clear that the current attempts at using algorithms to create
artificial neural networks have had mixed success at best when it comes to
creating large networks and/or complex behavior. This should not be unexpected,
as creating an artificial brain is essentially a design problem. Human design
ingenuity still surpasses computational design for most tasks in most domains,
including architecture, game design, and authoring literary fiction. This leads
us to ask which the best way is to combine human and machine design capacities
when it comes to designing artificial brains. Both of them have their strengths
and weaknesses; for example, humans are much too slow to manually specify
thousands of neurons, let alone the billions of neurons that go into a human
brain, but on the other hand they can rely on a vast repository of common-sense
understanding and design heuristics that can help them perform a much better
guided search in design space than an algorithm. Therefore, in this paper we
argue for a mixed-initiative approach for collaborative online brain building
and present first results towards this goal.Comment: Presented at WebAL-1: Workshop on Artificial Life and the Web 2014
(arXiv:1406.2507
Multi-agent evolutionary systems for the generation of complex virtual worlds
Modern films, games and virtual reality applications are dependent on
convincing computer graphics. Highly complex models are a requirement for the
successful delivery of many scenes and environments. While workflows such as
rendering, compositing and animation have been streamlined to accommodate
increasing demands, modelling complex models is still a laborious task. This
paper introduces the computational benefits of an Interactive Genetic Algorithm
(IGA) to computer graphics modelling while compensating the effects of user
fatigue, a common issue with Interactive Evolutionary Computation. An
intelligent agent is used in conjunction with an IGA that offers the potential
to reduce the effects of user fatigue by learning from the choices made by the
human designer and directing the search accordingly. This workflow accelerates
the layout and distribution of basic elements to form complex models. It
captures the designer's intent through interaction, and encourages playful
discovery
Learning the Designer's Preferences to Drive Evolution
This paper presents the Designer Preference Model, a data-driven solution
that pursues to learn from user generated data in a Quality-Diversity
Mixed-Initiative Co-Creativity (QD MI-CC) tool, with the aims of modelling the
user's design style to better assess the tool's procedurally generated content
with respect to that user's preferences. Through this approach, we aim for
increasing the user's agency over the generated content in a way that neither
stalls the user-tool reciprocal stimuli loop nor fatigues the user with
periodical suggestion handpicking. We describe the details of this novel
solution, as well as its implementation in the MI-CC tool the Evolutionary
Dungeon Designer. We present and discuss our findings out of the initial tests
carried out, spotting the open challenges for this combined line of research
that integrates MI-CC with Procedural Content Generation through Machine
Learning.Comment: 16 pages, Accepted and to appear in proceedings of the 23rd European
Conference on the Applications of Evolutionary and bio-inspired Computation,
EvoApplications 202
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