16,496 research outputs found

    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

    Generative Design in Minecraft: Chronicle Challenge

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    © 2016 ACC 2019We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem in computational creativity. In the base challenge, participants must generate new settlements that respond to and ideally interact with existing content in the world, such as the landscape or climate. The goal is to understand the underlying creative process, and to design better PCG systems. The Chronicle Challenge in particular focuses on the generation of a narrative based on the history of a generated settlement, expressed in natural language. We discuss the unique features of the Chronicle Challenge in comparison to other competitions, clarify the characteristics of a chronicle eligible for submission and describe the evaluation criteria. We furthermore draw on simulation-based approaches in computational storytelling as examples to how this challenge could be approached.Peer reviewe

    A spatially-structured PCG method for content diversity in a Physics-based simulation game

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    This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n- body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of maps with di ferent di ficulty in Gravityvolve!.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Macro action selection with deep reinforcement learning in StarCraft

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    StarCraft (SC) is one of the most popular and successful Real Time Strategy (RTS) games. In recent years, SC is also widely accepted as a challenging testbed for AI research because of its enormous state space, partially observed information, multi-agent collaboration, and so on. With the help of annual AIIDE and CIG competitions, a growing number of SC bots are proposed and continuously improved. However, a large gap remains between the top-level bot and the professional human player. One vital reason is that current SC bots mainly rely on predefined rules to select macro actions during their games. These rules are not scalable and efficient enough to cope with the enormous yet partially observed state space in the game. In this paper, we propose a deep reinforcement learning (DRL) framework to improve the selection of macro actions. Our framework is based on the combination of the Ape-X DQN and the Long-Short-Term-Memory (LSTM). We use this framework to build our bot, named as LastOrder. Our evaluation, based on training against all bots from the AIIDE 2017 StarCraft AI competition set, shows that LastOrder achieves an 83% winning rate, outperforming 26 bots in total 28 entrants

    Ludii -- The Ludemic General Game System

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    While current General Game Playing (GGP) systems facilitate useful research in Artificial Intelligence (AI) for game-playing, they are often somewhat specialised and computationally inefficient. In this paper, we describe the "ludemic" general game system Ludii, which has the potential to provide an efficient tool for AI researchers as well as game designers, historians, educators and practitioners in related fields. Ludii defines games as structures of ludemes -- high-level, easily understandable game concepts -- which allows for concise and human-understandable game descriptions. We formally describe Ludii and outline its main benefits: generality, extensibility, understandability and efficiency. Experimentally, Ludii outperforms one of the most efficient Game Description Language (GDL) reasoners, based on a propositional network, in all games available in the Tiltyard GGP repository. Moreover, Ludii is also competitive in terms of performance with the more recently proposed Regular Boardgames (RBG) system, and has various advantages in qualitative aspects such as generality.Comment: Accepted at ECAI 202
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