30,812 research outputs found

    Playing Smart - Another Look at Artificial Intelligence in Computer Games

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    Playing Smart - Artificial Intelligence in Computer Games

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    Abstract: With this document we will present an overview of artificial intelligence in general and artificial intelligence in the context of its use in modern computer games in particular. To this end we will firstly provide an introduction to the terminology of artificial intelligence, followed by a brief history of this field of computer science and finally we will discuss the impact which this science has had on the development of computer games. This will be further illustrated by a number of case studies, looking at how artificially intelligent behaviour has been achieved in selected games

    Self-adaptive exploration in evolutionary search

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    We address a primary question of computational as well as biological research on evolution: How can an exploration strategy adapt in such a way as to exploit the information gained about the problem at hand? We first introduce an integrated formalism of evolutionary search which provides a unified view on different specific approaches. On this basis we discuss the implications of indirect modeling (via a ``genotype-phenotype mapping'') on the exploration strategy. Notions such as modularity, pleiotropy and functional phenotypic complex are discussed as implications. Then, rigorously reflecting the notion of self-adaptability, we introduce a new definition that captures self-adaptability of exploration: different genotypes that map to the same phenotype may represent (also topologically) different exploration strategies; self-adaptability requires a variation of exploration strategies along such a ``neutral space''. By this definition, the concept of neutrality becomes a central concern of this paper. Finally, we present examples of these concepts: For a specific grammar-type encoding, we observe a large variability of exploration strategies for a fixed phenotype, and a self-adaptive drift towards short representations with highly structured exploration strategy that matches the ``problem's structure''.Comment: 24 pages, 5 figure

    Dismantling Lamarckism: why descriptions of socio-economic evolution as Lamarckian are misleading

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    “The original publication is available at www.springerlink.com”. Copyright Springer.This paper addresses the widespread tendency to describe socio-economic evolution as Lamarckian. The difference between Lamarckian and Darwinian replication is clarified. It is shown that a phenotype-genotype distinction must first be established before we can identify Lamarckian transmission. To qualify as Lamarckian inheritance, acquired properties at the phenotypic level must be encoded in a genotype that is passed on to the next generation. Some possible social replicators (or genotypes) are identified, with a view to exploring possible distinctions between genotype and phenotype at the social level. It is concluded that the Lamarckian label does not readily transfer to socio-economic evolution, despite the fact that social genotypes (such as routines) may adapt within any given phenotype (such as an organisation). By contrast, no such problems exist with the description of socio-economic evolution as Darwinian.Peer reviewe

    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. Š 2011 IEEE

    Culture Outsmarts Nature in the Evolution of Cooperation

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    A one dimensional cellular automata model describes the evolutionary dynamics of cooperation when grouping by cooperators provides protection against predation. It is used to compare the dynamics of evolution of cooperation in three settings. G: only vertical transmission of information is allowed, as an analogy of genetic evolution with heredity; H: only horizontal information transfer is simulated, through diffusion of the majority\'s opinion, as an analogy of opinion dynamics or social learning; and C: analogy of cultural evolution, where information is transmitted both horizontally (H) and vertically (V) so that learned behavior can be transmitted to offspring. The results show that the prevalence of cooperative behavior depends on the costs and benefits of cooperation so that: a- cooperation becomes the dominant behavior, even in the presence of free-riders (i.e., non-cooperative obtaining benefits from the cooperation of others), under all scenarios, if the benefits of cooperation compensate for its cost; b- G is more susceptible to selection pressure than H achieving a closer adaptation to the fitness landscape; c- evolution of cooperative behavior in H is less sensitive to the cost of cooperation than in G; d- C achieves higher levels of cooperation than the other alternatives at low costs, whereas H does it at high costs. The results suggest that a synergy between H and V is elicited that makes the evolution of cooperation much more likely under cultural evolution than under the hereditary kind where only V is present.Social Simulation, Interactions, Group Size, Selfish Heard, Cultural Evolution, Biological Evolution

    EvoTanks: co-evolutionary development of game-playing agents

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    This paper describes the EvoTanks research project, a continuing attempt to develop strong AI players for a primitive 'Combat' style video game using evolutionary computational methods with artificial neural networks. A small but challenging feat due to the necessity for agent's actions to rely heavily on opponent behaviour. Previous investigation has shown the agents are capable of developing high performance behaviours by evolving against scripted opponents; however these are local to the trained opponent. The focus of this paper shows results from the use of co-evolution on the same population. Results show agents no longer succumb to trappings of local maxima within the search space and are capable of converging on high fitness behaviours local to their population without the use of scripted opponents
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