121,594 research outputs found

    Intelligent Agents for the Game of Go

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    International audienceMonte-Carlo Tree Search (MCTS) is a very efficient recent technology for games and planning, par- ticularly in the high-dimensional case, when the number of time steps is moderate and when there is no natural evaluation function. Surprisingly, MCTS makes very little use of learning. In this paper, we present four techniques (ontologies, Bernstein races, Contextual Monte-Carlo and poolRave) for learning agents in Monte-Carlo Tree Search, and experiment them in difficult games and in particular, the game of Go

    An intelligent Othello player combining machine learning and game specific heuristics

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    Artificial intelligence applications in board games have been around as early as the 1950\u27s, and computer programs have been developed for games including Checkers, Chess, and Go with varying results. Although general game-tree search algorithms have been designed to work on games meeting certain requirements (e.g. zero-sum, two-player, perfect or imperfect information, etc.), the best results, however, come from combining these with specific knowledge of game strategies. In this MS thesis, we present an intelligent Othello game player that combines game-specific heuristics with machine learning techniques in move selection. Five game specific heuristics, namely corner detection, killer move detection, blocking, blacklisting, and pattern recognition have been proposed. Some of these heuristics can be generalized to fit other games by removing the Othello specific components and replacing them with specific knowledge of the target game. For machine learning techniques, the normal Minimax algorithm along with a custom variation is used as a base. Genetic algorithms and neural networks are applied to learn the static evaluation function. The five game specific techniques (or a subset of) are to be executed first and if no move is found, Minimax game tree search is performed. All techniques and several subsets of them have been tested against three deterministic agents, one non-deterministic agent, and three human players of varying skill levels. The results show that the combined Othello player performs better in general. We present the study results on the basis of four main metrics: performance (percentage of games won), speed, predictability of opponent, and usage situation

    Modelling Socially Intelligent Agents

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    The perspective of modelling agents rather than using them for a specificed purpose entails a difference in approach. In particular an emphasis on veracity as opposed to efficiency. An approach using evolving populations of mental models is described that goes some way to meet these concerns. It is then argued that social intelligence is not merely intelligence plus interaction but should allow for individual relationships to develop between agents. This means that, at least, agents must be able to distinguish, identify, model and address other agents, either individually or in groups. In other words that purely homogeneous interaction is insufficient. Two example models are described that illustrate these concerns, the second in detail where agents act and communicate socially, where this is determined by the evolution of their mental models. Finally some problems that arise in the interpretation of such simulations is discussed

    The Computational Complexity of Angry Birds

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    The physics-based simulation game Angry Birds has been heavily researched by the AI community over the past five years, and has been the subject of a popular AI competition that is currently held annually as part of a leading AI conference. Developing intelligent agents that can play this game effectively has been an incredibly complex and challenging problem for traditional AI techniques to solve, even though the game is simple enough that any human player could learn and master it within a short time. In this paper we analyse how hard the problem really is, presenting several proofs for the computational complexity of Angry Birds. By using a combination of several gadgets within this game's environment, we are able to demonstrate that the decision problem of solving general levels for different versions of Angry Birds is either NP-hard, PSPACE-hard, PSPACE-complete or EXPTIME-hard. Proof of NP-hardness is by reduction from 3-SAT, whilst proof of PSPACE-hardness is by reduction from True Quantified Boolean Formula (TQBF). Proof of EXPTIME-hardness is by reduction from G2, a known EXPTIME-complete problem similar to that used for many previous games such as Chess, Go and Checkers. To the best of our knowledge, this is the first time that a single-player game has been proven EXPTIME-hard. This is achieved by using stochastic game engine dynamics to effectively model the real world, or in our case the physics simulator, as the opponent against which we are playing. These proofs can also be extended to other physics-based games with similar mechanics.Comment: 55 Pages, 39 Figure

    Helping AI to Play Hearthstone: AAIA'17 Data Mining Challenge

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    This paper summarizes the AAIA'17 Data Mining Challenge: Helping AI to Play Hearthstone which was held between March 23, and May 15, 2017 at the Knowledge Pit platform. We briefly describe the scope and background of this competition in the context of a more general project related to the development of an AI engine for video games, called Grail. We also discuss the outcomes of this challenge and demonstrate how predictive models for the assessment of player's winning chances can be utilized in a construction of an intelligent agent for playing Hearthstone. Finally, we show a few selected machine learning approaches for modeling state and action values in Hearthstone. We provide evaluation for a few promising solutions that may be used to create more advanced types of agents, especially in conjunction with Monte Carlo Tree Search algorithms.Comment: Federated Conference on Computer Science and Information Systems, Prague (FedCSIS-2017) (Prague, Czech Republic
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