31 research outputs found

    Using Cultural Coevolution for Learning in General Game Playing

    Get PDF
    Traditionally, the construction of game playing agents relies on using pre-programmed heuristics and architectures tailored for a specific game. General Game Playing (GGP) provides a challenging alternative to this approach, with the aim being to construct players that are able to play any game, given just the rules. This thesis describes the construction of a General Game Player that is able to learn and build knowledge about the game in a multi-agent setup using cultural coevolution and reinforcement learning. We also describe how this knowledge can be used to complement UCT search, a Monte-Carlo tree search that has already been used successfully in GGP. Experiments are conducted to test the effectiveness of the knowledge by playing several games between our player and a player using random moves, and also a player using standard UCT search. The results show a marked improvement in performance when using the knowledge

    A Comprehensive Survey of Multiagent Reinforcement Learning

    Full text link

    Co-operative coevolution for computational creativity: a case study In videogame design

    Get PDF
    The term procedural content generation (PCG) refers to writing software which can synthesise content for a game (or other media such as film) without further intervention from a designer. PCG has become a rich area of research in recent years, finding new ways to apply artificial intelligence to generate high-quality game content such as levels, weapons or puzzles for games. Such research is generally constrained to a single type of content, however, with the assumption that the remainder of the game's design will be fixed by an external designer. Generating many aspects of a game's design simultaneously, perhaps ultimately generating the entirety of a game's design, using PCG is not a well-explored idea. The notion of automated game design is not well-established, and is not seen as a task distinct from simply performing lots of PCG tasks at the same time. In particular, the high-level design tasks guiding the creative direction of a game are all but completely absent in PCG literature, because it is rare that a designer wishes to hand over such responsibility to a PCG system. We present here ANGELINA, an automated game designer that has developed games using a multi-faceted approach to content generation underpinned by a co-operative co-evolutionary approach which breaks down a game design into several distinct tasks, each of which controlled by an evolutionary subsystem within ANGELINA. We will show that this approach works well to automate game design, can be ported across many game engines and game genres, and can be enhanced and extended using novel computational creativity techniques to give the system a heightened sense of autonomy and independence.Open Acces

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

    Get PDF
    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    Opponent awareness at all levels of the multiagent reinforcement learning stack

    Get PDF
    Multiagent Reinforcement Learning (MARL) has experienced numerous high profile successes in recent years in terms of generating superhuman gameplaying agents for a wide variety of videogames. Despite these successes, MARL techniques have failed to be adopted by game developers as a useful tool to be used when developing their games, often citing the high computational cost associated with training agents alongside the difficulty of understanding and evaluating MARL methods as the two main obstacles. This thesis attempts to close this gap by introducing an informative modular abstraction under which any Reinforcement Learning (RL) training pipeline can be studied. This is defined as the MARL stack, which explicitly expresses any MARL pipeline as an environment where agents equipped with learning algorithms train via simulated experience as orchestrated by a training scheme. Within the context of 2-player zero-sum games, different approaches at granting opponent awareness at all levels of the proposed MARL stack are explored in broad study of the field. At the level of training schemes, a grouping generalization over many modern MARL training schemes is introduced under a unified framework. Empirical results are shown which demonstrate that the decision over which sequence of opponents a learning agent will face during training greatly affects learning dynamics. At the agent level, the introduction of opponent modelling in state-of-the art algorithms is explored as a way of generating targeted best responses towards opponents encountered during training, improving upon the sample efficiency of these methods. At the environment level the use of MARL as a game design tool is explored by using MARL trained agents as metagame evaluators inside an automated process of game balancing

    Essays on modeling and analysis of dynamic sociotechnical systems

    Get PDF
    A sociotechnical system is a collection of humans and algorithms that interact under the partial supervision of a decentralized controller. These systems often display in- tricate dynamics and can be characterized by their unique emergent behavior. In this work, we describe, analyze, and model aspects of three distinct classes of sociotech- nical systems: financial markets, social media platforms, and elections. Though our work is diverse in subject matter content, it is unified though the study of evolution- and adaptation-driven change in social systems and the development of methods used to infer this change. We first analyze evolutionary financial market microstructure dynamics in the context of an agent-based model (ABM). The ABM’s matching engine implements a frequent batch auction, a recently-developed type of price-discovery mechanism. We subject simple agents to evolutionary pressure using a variety of selection mech- anisms, demonstrating that quantile-based selection mechanisms are associated with lower market-wide volatility. We then evolve deep neural networks in the ABM and demonstrate that elite individuals are profitable in backtesting on real foreign ex- change data, even though their fitness had never been evaluated on any real financial data during evolution. We then turn to the extraction of multi-timescale functional signals from large panels of timeseries generated by sociotechnical systems. We introduce the discrete shocklet transform (DST) and associated similarity search algorithm, the shocklet transform and ranking (STAR) algorithm, to accomplish this task. We empirically demonstrate the STAR algorithm’s invariance to quantitative functional parameteri- zation and provide use case examples. The STAR algorithm compares favorably with Twitter’s anomaly detection algorithm on a feature extraction task. We close by using STAR to automatically construct a narrative timeline of societally-significant events using a panel of Twitter word usage timeseries. Finally, we model strategic interactions between the foreign intelligence service (Red team) of a country that is attempting to interfere with an election occurring in another country, and the domestic intelligence service of the country in which the election is taking place (Blue team). We derive subgame-perfect Nash equilibrium strategies for both Red and Blue and demonstrate the emergence of arms race inter- ference dynamics when either player has “all-or-nothing” attitudes about the result of the interference episode. We then confront our model with data from the 2016 U.S. presidential election contest, in which Russian military intelligence interfered. We demonstrate that our model captures the qualitative dynamics of this interference for most of the time under stud
    corecore