259,184 research outputs found

    General Video Game Playing

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    One of the grand challenges of AI is to create general intelligence: an agent that can excel at many tasks, not just one. In the area of games, this has given rise to the challenge of General Game Playing (GGP). In GGP, the game (typically a turn-taking board game) is defined declaratively in terms of the logic of the game (what happens when a move is made, how the scoring system works, how the winner is declared, and so on). The AI player then has to work out how to play the game and how to win. In this work, we seek to extend the idea of General Game Playing into the realm of video games, thus forming the area of General Video Game Playing (GVGP). In GVGP, computational agents will be asked to play video games that they have not seen before. At the minimum, the agent will be given the current state of the world and told what actions are applicable. Every game tick the agent will have to decide on its action, and the state will be updated, taking into account the actions of the other agents in the game and the game physics. We envisage running a competition based on GVGP playing, using arcadestyle (e.g. similar to Atari 2600) games as our starting point. These games are rich enough to be a formidable challenge to a GVGP agent, without introducing unnecessary complexity. The competition that we envisage could have a number of tracks, based on the form of the state (frame buffer or object model) and whether or not a forward model of action execution is available. We propose that the existing Physical Travelling Salesman (PTSP) software could be extended for our purposes and that a variety of GVGP games could be created in this framework by AI and Games students and other developers. Beyond this, we envisage the development of a Video Game Description Language (VGDL) as a way of concisely specifying video games. For the competition, we see this as being an interesting challenge in terms of deliberative search, machine learning and transfer of existing knowledge into new domains

    Ensemble decision systems for general video game playing

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    Ensemble Decision Systems offer a unique form of decision making that allows a collection of algorithms to reason together about a problem. Each individual algorithm has its own inherent strengths and weaknesses, and often it is difficult to overcome the weaknesses while retaining the strengths. Instead of altering the properties of the algorithm, the Ensemble Decision System augments the performance with other algorithms that have complementing strengths. This work outlines different options for building an Ensemble Decision System as well as providing analysis on its performance compared to the individual components of the system with interesting results, showing an increase in the generality of the algorithms without significantly impeding performance.Comment: 8 Pages, Accepted at COG201

    Shallow decision-making analysis in General Video Game Playing

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    The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours

    Reuse of Neural Modules for General Video Game Playing

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    A general approach to knowledge transfer is introduced in which an agent controlled by a neural network adapts how it reuses existing networks as it learns in a new domain. Networks trained for a new domain can improve their performance by routing activation selectively through previously learned neural structure, regardless of how or for what it was learned. A neuroevolution implementation of this approach is presented with application to high-dimensional sequential decision-making domains. This approach is more general than previous approaches to neural transfer for reinforcement learning. It is domain-agnostic and requires no prior assumptions about the nature of task relatedness or mappings. The method is analyzed in a stochastic version of the Arcade Learning Environment, demonstrating that it improves performance in some of the more complex Atari 2600 games, and that the success of transfer can be predicted based on a high-level characterization of game dynamics.Comment: Accepted at AAAI 1

    The 2014 General Video Game Playing Competition

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    This paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games, some of them unknown to the participants at the time of submitting their entries. This test can be seen as an approximation of general artificial intelligence, as the amount of game-dependent heuristics needs to be severely limited. The games employed are stochastic real-time scenarios (where the time budget to provide the next action is measured in milliseconds) with different winning conditions, scoring mechanisms, sprite types, and available actions for the player. It is a responsibility of the agents to discover the mechanics of each game, the requirements to obtain a high score and the requisites to finally achieve victory. This paper describes all controllers submitted to the competition, with an in-depth description of four of them by their authors, including the winner and the runner-up entries of the contest. The paper also analyzes the performance of the different approaches submitted, and finally proposes future tracks for the competition

    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

    Prosocial video games reduce aggressive cognitions

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    Previous research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) (Buckley & Anderson, 2006), depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played
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