737 research outputs found
Using Object Detection to Navigate a Game Playfield
Perhaps the crown jewel of AI is the self-navigating agent. To take many sources of data as input and use it to traverse complex and varied areas while mitigating risk and damage to the vehicle that is being controlled, visual object detection is a key part of the overall suite of this technology. While much efforts are being put towards real-world applications, for example self-driving cars, healthcare related issues and automated manufacturing, we apply object detection in a different way; the automation of movement across a video game play field. We take the TensorFlow Object Detection API and use it to craft an avoidance system in conjunction with a Java front end that allows fire and forget movement to augment normal play
The phenomenon of Decision Oscillation: a new consequence of pathology in Game Trees
Random minimaxing studies the consequences of using a random number for scoring
the leaf nodes of a full width game tree and then computing the best move using the
standard minimax procedure. Experiments in Chess showed that the strength of play
increases as the depth of the lookahead is increased. Previous research by the authors
provided a partial explanation of why random minimaxing can strengthen play by showing
that, when one move dominates another move, then the dominating move is more likely
to be chosen by minimax. This paper examines a special case of determining the move
probability when domination does not occur. Specifically, we show that, under a uniform
branching game tree model, whether the probability that one move is chosen rather than
another depends not only on the branching factors of the moves involved, but also on
whether the number of ply searched is odd or even. This is a new type of game tree
pathology, where the minimax procedure will change its mind as to which move is best,
independently of the true value of the game, and oscillate between moves as the depth of
lookahead alternates between odd and even
Design and software implementation of heuristic and suboptimal strategies for the Mancala/Kalah game
One of the oldest games worldwide – the Mancala game – is focused on in this preliminary study. Namely, its the most popular version – the Kalah game – is considered. This contribution is aimed at the analysis of Kalah rules first. Further, based on these rules, some novel deterministic and suboptimal strategies are proposed. It is proved that the order of playing has a decisive impact on winning. The proposed strategies have been implemented via a simple C++/Qt application. By experiments, a human player, when playing as the second one, cannot defend the designed strategies in general. However, the same applies in reverse – when a human player begins, he/she can nearly always win. To sum up, the proposed software-based strategies are comparable to human opponents. © 2020, Springer Nature Switzerland AG
The effect of simulation bias on action selection in Monte Carlo Tree Search
A dissertation submitted to the Faculty of Science, University of the Witwatersrand,
in fulfilment of the requirements for the degree of Master of Science. August 2016.Monte Carlo Tree Search (MCTS) is a family of directed search algorithms that has gained widespread
attention in recent years. It combines a traditional tree-search approach with Monte Carlo
simulations, using the outcome of these simulations (also known as playouts or rollouts) to evaluate
states in a look-ahead tree. That MCTS does not require an evaluation function makes it particularly
well-suited to the game of Go — seen by many to be chess’s successor as a grand challenge of
artificial intelligence — with MCTS-based agents recently able to achieve expert-level play on
19×19 boards. Furthermore, its domain-independent nature also makes it a focus in a variety of
other fields, such as Bayesian reinforcement learning and general game-playing.
Despite the vast amount of research into MCTS, the dynamics of the algorithm are still not
yet fully understood. In particular, the effect of using knowledge-heavy or biased simulations in
MCTS still remains unknown, with interesting results indicating that better-informed rollouts do
not necessarily result in stronger agents. This research provides support for the notion that MCTS
is well-suited to a class of domain possessing a smoothness property. In these domains, biased
rollouts are more likely to produce strong agents. Conversely, any error due to incorrect bias
is compounded in non-smooth domains, and in particular for low-variance simulations. This is
demonstrated empirically in a number of single-agent domains.LG201
Review of Kalah Game research and the proposition of a novel heuristic-deterministic algorithm compared to tree-search solutions and human decision-making
The Kalah game represents the most popular version of probably the oldest board game ever-the Mancala game. From this viewpoint, the art of playing Kalah can contribute to cultural heritage. This paper primarily focuses on a review of Kalah history and on a survey of research made so far for solving and analyzing the Kalah game (and some other related Mancala games). This review concludes that even if strong in-depth tree-search solutions for some types of the game were already published, it is still reasonable to develop less time-consumptive and computationally-demanding playing algorithms and their strategies Therefore, the paper also presents an original heuristic algorithm based on particular deterministic strategies arising from the analysis of the game rules. Standard and modified mini-max tree-search algorithms are introduced as well. A simple C++ application with Qt framework is developed to perform the algorithm verification and comparative experiments. Two sets of benchmark tests are made; namely, a tournament where a mid-experienced amateur human player competes with the three algorithms is introduced first. Then, a round-robin tournament of all the algorithms is presented. It can be deduced that the proposed heuristic algorithm has comparable success to the human player and to low-depth tree-search solutions. Moreover, multiple-case experiments proved that the opening move has a decisive impact on winning or losing. Namely, if the computer plays first, the human opponent cannot beat it. Contrariwise, if it starts to play second, using the heuristic algorithm, it nearly always loses. © 2020 by the authors.European Regional Development FundEuropean Union (EU); Ministry of Education, Youth and SportsMinistry of Education, Youth & Sports - Czech Republic [LO1303 (MSMT-7778/2014)]; internal grant agency of VSB Technical University of Ostrava, Faculty of Electrical Engineering and Computer Science, Czech Republic [SP2020/46
Generalized asset integrity games
Generalized assets represent a class of multi-scale adaptive state-transition systems with domain-oblivious performance criteria. The governance of such assets must proceed without exact specifications, objectives, or constraints. Decision making must rapidly scale in the presence of uncertainty, complexity, and intelligent adversaries.
This thesis formulates an architecture for generalized asset planning. Assets are modelled as dynamical graph structures which admit topological performance indicators, such as dependability, resilience, and efficiency. These metrics are used to construct robust model configurations. A normalized compression distance (NCD) is computed between a given active/live asset model and a reference configuration to produce an integrity score. The utility derived from the asset is monotonically proportional to this integrity score, which represents the proximity to ideal conditions. The present work considers the situation between an asset manager and an intelligent adversary, who act within a stochastic environment to control the integrity state of the asset. A generalized asset integrity game engine (GAIGE) is developed, which implements anytime algorithms to solve a stochastically perturbed two-player zero-sum game. The resulting planning strategies seek to stabilize deviations from minimax trajectories of the integrity score.
Results demonstrate the performance and scalability of the GAIGE. This approach represents a first-step towards domain-oblivious architectures for complex asset governance and anytime planning
Recommended from our members
Robust Methods for Influencing Strategic Behavior
Today's world contains many examples of engineered systems that are tightly coupled with their users and customers. In these settings, the strategic and economic behavior of users and customers can have a significant impact on the performance of the overall system, and it may be desirable for an engineer to devise appropriate methods of incentivizing human behavior to improve system performance. This work seeks to understand the fundamental tradeoffs involved in designing behavior-influencing mechanisms for complex interconnected sociotechnical systems. We study several examples and pose them as problems of game design: a planner chooses appropriate ways to select or modify the utility functions of individual agents in order to promote desired behavior. In social systems these modifications take the form of monetary or other incentives, whereas in multiagent engineered systems the modifications may be algorithmic. Here, we ask questions of sensitivity and robustness: for example, if the quality of information available to the planner changes, how can we quantify the impact of this change on the planner's ability to influence behavior? We propose a simple overarching framework for studying this, and then apply it to three distinct domains: incentives for network routing, distributed control design for multiagent engineered systems, and impersonation attacks in networked systems. We ask the following questions:- What features of a behavior-influencing mechanism directly confer robustness?We show weaknesses of several existing methodologies which use pricing for congestion control in transportation networks. In response to these issues, we propose a universal taxation mechanism which can incentivize optimal routing in transportation networks, requiring no information about network structure or user sensitivities, provided that it can charge sufficiently large prices. This suggests that large prices have more robustness than small ones. We also directly compare flow-varying tolls to fixed tolls, and show that a great deal of robustness can be gained by using a flow-varying approach.- How much information does a planner need to be confident that an incentive mechanism will not inadvertently induce pathological behavior?We show that for simple enough transportation networks (symmetric parallel networks are sufficient), a planner can provably avoid perverse incentives by applying a generalized marginal-cost taxation approach. On the other hand, we show that on general networks, perverse incentives are always a risk unless the incentive mechanism is given some information about network structure.- How can robust games be designed for multiagent coordination?We investigate a setting of multiagent coordination in which autonomous agents may suffer from unplanned communication loss events; the planner's task is to program agents with a policy (analogous to an incentive mechanism) for updating their utility functions in response to such events. We show that even when the nominal game is well-behaved and the communication loss is between weakly-coupled agents, there exists no utility update policy which can prevent arbitrarily-poor states from emerging. We also investigate a setting in which an adversary attempts to influence a distributed system in a robust way; here, by understanding susceptibility to adversarial influence, we hope to inform the design of more robust network systems
Multi-Sensory Deep Learning Architectures for Slam Dunk Scene Classification
Basketball teams at all levels of the game invest a considerable amount of time and effort into collecting, segmenting, and analysing footage from their upcoming opponents previous games. This analysis helps teams identify and exploit the potential weaknesses of their opponents and is commonly cited as one of the key elements required to achieve success in the modern game. The growing importance of this type of analysis has prompted research into the application of computer vision and audio classification techniques to help teams classify scoring sequences and key events using game footage. However, this research tends to focus on classifying scenes based on information from a single sensory source (visual or audio), and fails to analyse the wealth of multi-sensory information available within the footage. This dissertation aims to demonstrate that by analysing the full range of audio and visual features contained in broadcast game footage through a multi-sensory deep learning architecture one can create a more effective key scene classification system when compared to a single sense model. Additionally, this dissertation explores the performance impact of training the audio component of a multi-sensory architecture using different representations of the audio features
- …