16 research outputs found

    Method for the player profiling in the turn-based computer games

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    The following paper presents the players profiling methodology applied to the turn-based computer game in the audience-driven system. The general scope are mobile games where the players compete against each other and are able to tackle challenges presented by the game engine. As the aim of the game producer is to make the gameplay as attractive as possible, the players should be paired in a way that makes their duel the most exciting. This requires the proper player profiling based on their previous games. The paper presents the general structure of the system, the method for extracting information about each duel and storing them in the data vector form and the method for classifying different players through the clustering or predefined category assignment. The obtained results show the applied method is suitable for the simulated data of the gameplay model and clustering of players may be used to effectively group them and pair for the duels

    Algorithms for Adaptive Game-playing Agents

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    Overview of deep reinforcement learning in partially observable multi-agent environment of competitive online video games

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    In the late 2010’s classical games of Go, Chess and Shogi have been considered ’solved’ by deep reinforcement learning AI agents. Competitive online video games may offer a new, more challenging environment for deep reinforcement learning and serve as a stepping stone in a path to real world applications. This thesis aims to give a short introduction to the concepts of reinforcement learning, deep networks and deep reinforcement learning. Then the thesis proceeds to look into few popular competitive online video games and to the general problems of AI development in these types of games. Deep reinforcement learning algorithms, techniques and architectures used in the development of highly competitive AI agents in Starcraft 2, Dota 2 and Quake 3 are overviewed. Finally, the results are looked into and discussed

    Form vs. Function: Theory and Models for Neuronal Substrates

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    The quest for endowing form with function represents the fundamental motivation behind all neural network modeling. In this thesis, we discuss various functional neuronal architectures and their implementation in silico, both on conventional computer systems and on neuromorpic devices. Necessarily, such casting to a particular substrate will constrain their form, either by requiring a simplified description of neuronal dynamics and interactions or by imposing physical limitations on important characteristics such as network connectivity or parameter precision. While our main focus lies on the computational properties of the studied models, we augment our discussion with rigorous mathematical formalism. We start by investigating the behavior of point neurons under synaptic bombardment and provide analytical predictions of single-unit and ensemble statistics. These considerations later become useful when moving to the functional network level, where we study the effects of an imperfect physical substrate on the computational properties of several cortical networks. Finally, we return to the single neuron level to discuss a novel interpretation of spiking activity in the context of probabilistic inference through sampling. We provide analytical derivations for the translation of this ``neural sampling'' framework to networks of biologically plausible and hardware-compatible neurons and later take this concept beyond the realm of brain science when we discuss applications in machine learning and analogies to solid-state systems

    Towards Deep Learning with Competing Generalisation Objectives

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    The unreasonable effectiveness of Deep Learning continues to deliver unprecedented Artificial Intelligence capabilities to billions of people. Growing datasets and technological advances keep extending the reach of expressive model architectures trained through efficient optimisations. Thus, deep learning approaches continue to provide increasingly proficient subroutines for, among others, computer vision and natural interaction through speech and text. Due to their scalable learning and inference priors, higher performance is often gained cost-effectively through largely automatic training. As a result, new and improved capabilities empower more people while the costs of access drop. The arising opportunities and challenges have profoundly influenced research. Quality attributes of scalable software became central desiderata of deep learning paradigms, including reusability, efficiency, robustness and safety. Ongoing research into continual, meta- and robust learning aims to maximise such scalability metrics in addition to multiple generalisation criteria, despite possible conflicts. A significant challenge is to satisfy competing criteria automatically and cost-effectively. In this thesis, we introduce a unifying perspective on learning with competing generalisation objectives and make three additional contributions. When autonomous learning through multi-criteria optimisation is impractical, it is reasonable to ask whether knowledge of appropriate trade-offs could make it simultaneously effective and efficient. Informed by explicit trade-offs of interest to particular applications, we developed and evaluated bespoke model architecture priors. We introduced a novel architecture for sim-to-real transfer of robotic control policies by learning progressively to generalise anew. Competing desiderata of continual learning were balanced through disjoint capacity and hierarchical reuse of previously learnt representations. A new state-of-the-art meta-learning approach is then proposed. We showed that meta-trained hypernetworks efficiently store and flexibly reuse knowledge for new generalisation criteria through few-shot gradient-based optimisation. Finally, we characterised empirical trade-offs between the many desiderata of adversarial robustness and demonstrated a novel defensive capability of implicit neural networks to hinder many attacks simultaneously

    Automated iterative game design

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    Computational systems to model aspects of iterative game design were proposed, encompassing: game generation, sampling behaviors in a game, analyzing game behaviors for patterns, and iteratively altering a game design. Explicit models of the actions in games as planning operators allowed an intelligent system to reason about how actions and action sequences affect gameplay and to create new mechanics. Metrics to analyze differences in player strategies were presented and were able to identify flaws in game designs. An intelligent system learned design knowledge about gameplay and was able to reduce the number of design iterations needed during playtesting a game to achieve a design goal. Implications for how intelligent systems augment and automate human game design practices are discussed.Ph.D

    Antioxidant and DPPH-Scavenging Activities of Compounds and Ethanolic Extract of the Leaf and Twigs of Caesalpinia bonduc L. Roxb.

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    Antioxidant effects of ethanolic extract of Caesalpinia bonduc and its isolated bioactive compounds were evaluated in vitro. The compounds included two new cassanediterpenes, 1α,7α-diacetoxy-5α,6β-dihydroxyl-cass-14(15)-epoxy-16,12-olide (1)and 12α-ethoxyl-1α,14β-diacetoxy-2α,5α-dihydroxyl cass-13(15)-en-16,12-olide(2); and others, bonducellin (3), 7,4’-dihydroxy-3,11-dehydrohomoisoflavanone (4), daucosterol (5), luteolin (6), quercetin-3-methyl ether (7) and kaempferol-3-O-α-L-rhamnopyranosyl-(1Ç2)-β-D-xylopyranoside (8). The antioxidant properties of the extract and compounds were assessed by the measurement of the total phenolic content, ascorbic acid content, total antioxidant capacity and 1-1-diphenyl-2-picryl hydrazyl (DPPH) and hydrogen peroxide radicals scavenging activities.Compounds 3, 6, 7 and ethanolic extract had DPPH scavenging activities with IC50 values of 186, 75, 17 and 102 μg/ml respectively when compared to vitamin C with 15 μg/ml. On the other hand, no significant results were obtained for hydrogen peroxide radical. In addition, compound 7 has the highest phenolic content of 0.81±0.01 mg/ml of gallic acid equivalent while compound 8 showed the highest total antioxidant capacity with 254.31±3.54 and 199.82±2.78 μg/ml gallic and ascorbic acid equivalent respectively. Compound 4 and ethanolic extract showed a high ascorbic acid content of 2.26±0.01 and 6.78±0.03 mg/ml respectively.The results obtained showed the antioxidant activity of the ethanolic extract of C. bonduc and deduced that this activity was mediated by its isolated bioactive compounds
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