23,535 research outputs found

    Fast Approximate Max-n Monte Carlo Tree Search for Ms Pac-Man

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    We present an application of Monte Carlo tree search (MCTS) for the game of Ms Pac-Man. Contrary to most applications of MCTS to date, Ms Pac-Man requires almost real-time decision making and does not have a natural end state. We approached the problem by performing Monte Carlo tree searches on a five player maxn tree representation of the game with limited tree search depth. We performed a number of experiments using both the MCTS game agents (for pacman and ghosts) and agents used in previous work (for ghosts). Performance-wise, our approach gets excellent scores, outperforming previous non-MCTS opponent approaches to the game by up to two orders of magnitude. © 2011 IEEE

    Ms Pac-Man versus Ghost Team CEC 2011 competition

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    Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE

    Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi

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    Hanabi is a cooperative game that brings the problem of modeling other players to the forefront. In this game, coordinated groups of players can leverage pre-established conventions to great effect, but playing in an ad-hoc setting requires agents to adapt to its partner's strategies with no previous coordination. Evaluating an agent in this setting requires a diverse population of potential partners, but so far, the behavioral diversity of agents has not been considered in a systematic way. This paper proposes Quality Diversity algorithms as a promising class of algorithms to generate diverse populations for this purpose, and generates a population of diverse Hanabi agents using MAP-Elites. We also postulate that agents can benefit from a diverse population during training and implement a simple "meta-strategy" for adapting to an agent's perceived behavioral niche. We show this meta-strategy can work better than generalist strategies even outside the population it was trained with if its partner's behavioral niche can be correctly inferred, but in practice a partner's behavior depends and interferes with the meta-agent's own behavior, suggesting an avenue for future research in characterizing another agent's behavior during gameplay.Comment: arXiv admin note: text overlap with arXiv:1907.0384

    A spatially-structured PCG method for content diversity in a Physics-based simulation game

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    This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n- body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of maps with di ferent di ficulty in Gravityvolve!.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Ms. Pac-Man Versus Ghost Team CIG 2016 competition

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    This paper introduces the revival of the popular Ms. Pac-Man Versus Ghost Team competition. We present an updated game engine with Partial Observability constraints, a new Multi-Agent Systems approach to developing Ghost agents, and several sample controllers to ease the development of entries. A restricted communication protocol is provided for the Ghosts, providing a more challenging environment than before. The competition will debut at the IEEE Computational Intelligence and Games Conference 2016. Some preliminary results showing the effects of Partial Observability and the benefits of simple communication are also presented

    Deep learning for video game playing

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    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse rewards
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