11,325 research outputs found
How to advance general game playing artificial intelligence by player modelling
7 pagesGeneral game playing artificial intelligence has recently seen important advances due to the various techniques known as 'deep learning'. However the advances conceal equally important limitations in their reliance on: massive data sets; fortuitously constructed problems; and absence of any human-level complexity, including other human opponents. On the other hand, deep learning systems which do beat human champions, such as in Go, do not generalise well. The power of deep learning simultaneously exposes its weakness. Given that deep learning is mostly clever reconfigurations of well-established methods, moving beyond the state of art calls for forward-thinking visionary solutions, not just more of the same. I present the argument that general game playing artificial intelligence will require a generalised player model. This is because games are inherently human artefacts which therefore, as a class of problems, contain cases which require a human-style problem solving approach. I relate this argument to the performance of state of art general game playing agents. I then describe a concept for a formal category theoretic basis to a generalised player model. This formal model approach integrates my existing 'Behavlets' method for psychologically-derived player modelling: Cowley, B., Charles, D. (2016). Behavlets: a Method for Practical Player Modelling using Psychology-Based Player Traits and Domain Specific Features. User Modeling and User-Adapted Interaction, 26(2), 257-306.Non peer reviewe
Arguing Using Opponent Models
Peer reviewedPostprin
Hybridisation for versatile decision-making in game opponent AI
Hybridisation for versatile decision-making in game opponent A
A Survey of Monte Carlo Tree Search Methods
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi
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
The Hanabi Challenge: A New Frontier for AI Research
From the early days of computing, games have been important testbeds for
studying how well machines can do sophisticated decision making. In recent
years, machine learning has made dramatic advances with artificial agents
reaching superhuman performance in challenge domains like Go, Atari, and some
variants of poker. As with their predecessors of chess, checkers, and
backgammon, these game domains have driven research by providing sophisticated
yet well-defined challenges for artificial intelligence practitioners. We
continue this tradition by proposing the game of Hanabi as a new challenge
domain with novel problems that arise from its combination of purely
cooperative gameplay with two to five players and imperfect information. In
particular, we argue that Hanabi elevates reasoning about the beliefs and
intentions of other agents to the foreground. We believe developing novel
techniques for such theory of mind reasoning will not only be crucial for
success in Hanabi, but also in broader collaborative efforts, especially those
with human partners. To facilitate future research, we introduce the
open-source Hanabi Learning Environment, propose an experimental framework for
the research community to evaluate algorithmic advances, and assess the
performance of current state-of-the-art techniques.Comment: 32 pages, 5 figures, In Press (Artificial Intelligence
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