16 research outputs found

    Hierarchical reinforcement learning for real-time strategy games

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    Real-Time Strategy (RTS) games can be abstracted to resource allocation applicable in many fields and industries. We consider a simplified custom RTS game focused on mid-level combat using reinforcement learning (RL) algorithms. There are a number of contributions to game playing with RL in this paper. First, we combine hierarchical RL with a multi-layer perceptron (MLP) that receives higher-order inputs for increased learning speed and performance. Second, we compare Q-learning against Monte Carlo learning as reinforcement learning algorithms. Third, because the teams in the RTS game are multi-agent systems, we examine two different methods for assigning rewards to agents. Experiments are performed against two different fixed opponents. The results show that the combination of Q-learning and individual rewards yields the highest win-rate against the different opponents, and is able to defeat the opponent within 26 training games

    A panorama of artificial and computational intelligence in games

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    This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how the different core research areas within this field inform and interact with each other, both actually and potentially. We identify ten main research areas within this field: NPC behavior learning, search and planning, player modeling, games as AI benchmarks, procedural content generation, computational narrative, believable agents, AI-assisted game design, general game artificial intelligence and AI in commercial games. We view and analyze the areas from three key perspectives: (1) the dominant AI method(s) used under each area; (2) the relation of each area with respect to the end (human) user; and (3) the placement of each area within a human-computer (player-game) interaction perspective. In addition, for each of these areas we consider how it could inform or interact with each of the other areas; in those cases where we find that meaningful interaction either exists or is possible, we describe the character of that interaction and provide references to published studies, if any. We believe that this paper improves understanding of the current nature of the game AI/CI research field and the interdependences between its core areas by providing a unifying overview. We also believe that the discussion of potential interactions between research areas provides a pointer to many interesting future research projects and unexplored subfields.peer-reviewe

    Fifth Aeon – A.I Competition and Balancer

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    Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do not upset the balance of an existing collectible card game. The submissions to the A.I competition include one that plays substantially better than the existing Fifth Aeon A.I with a higher winrate across multiple game formats. The balancer system also demonstrates an ability to automatically balance several types of cards against a wide variety of parameters. These results help pave the way to cheaper CCG development with more compelling A.I opponents

    Pelikokemuksen osa-alueiden yhteys pelissä kehittymiseen

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    Tausta ja tavoitteet. Aikaisempi tutkimus on osoittanut videopelien vaikuttavan pelaajaan positiivisilla tavoilla, esimerkiksi kehittämällä pelaajan kognitiivisia kykyjä ja oppimistuloksia. Pelissä kehittymisen tutkimus edistää pelien positiivisten vaikutusten maksimointia niin kaupallisissa kuin opetus- ja hyötypeleissäkin. PIFF2¬¬-kehys on pelikokemuksen määrittelyn malli, johon pohjautuvilla kyselyillä voidaan mitata pelikokemuksen itsenäisiä osa-alueita ja täten pelikokemusta toistomittauksissa. Tämän tutkimuksen tavoitteena oli selvittää pelikokemuksen yhteyttä pelissä kehittymiseen. Pyrkimyksenä oli saada selville, mitkä pelikokemuksen tekijät ovat yhteydessä pelissä kehittymiseen sekä muodostaa hypoteeseja jatkotutkimukselle. Menetelmät. Tutkimuksen data saatiin yhdeksältä koehenkilöltä, jotka pelasivat tutkimusta varten kehitettyä peliä kotioloissaan kahdeksan viikon ajan. Peli yhdistää aiemmin muissa tutkimuksissa käytettyjen kaupallisten pelien ominaisuuksia. Pelaajilta kerättiin dataa heidän suoriutumisestaan pelissä toiminta-, strategia- sekä pulmaelementeissä. Lisäksi koehenkilöiden tuli täyttää jokaisen pelin jälkeen PIFF2¬¬-kehykseen pohjautuva pelikokemuskysely, jolla mitattiin pelaajan pelikokemuksen piirteitä, kuten jatkamisen halua, läsnäolon tunnetta ja kontrollia. Pelisuoriutumisdatan analysoinnin helpottamiseksi tehtiin pääkomponenttianalyysi, jolla datan dimensioita saatiin vähennettyä. Pääkomponenttianalyysin tuloksena muodostettiin yksi pelitaitomuuttuja. Yhdistettyä pelitaitomuuttujaa käytettiin kokeen aikana arvioimaan pelaajien kehitystä, jota verrattiin pelikokemuskyselyn eri muuttujiin sekä näistä muodostettuun yhteiseen pelikokemusmuuttujaan. Tulokset ja johtopäätökset. Pelikokemuksen ja pelissä kehittymisen vertailu osoitti, että jatkamisen halulla oli yhteys pelissä kehittymiseen. Yhdistetty pelitaitomuuttuja toimi hyvin mittaamaan pelaajan kehitystä tutkimuksessa käytetyssä pelissä. Johtopäätöksenä pelikokemuksella ja pelissä kehittymisellä on yhteys. Tutkimus osoittaa myös tarpeen pelikokemuksen ja pelissä kehittymisen yhteyden jatkotutkimukselle ja esittää jatkotutkimukselle hypoteesiksi jatkamisen halun olevan yhteydessä pelissä kehittymiseen

    Coevolutionary Approaches to Generating Robust Build-Orders for Real-Time Strategy Games

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    We aim to find winning build-orders for Real-Time Strategy games. Real-Time Strategy games provide a variety of challenges, from short-term control to longer term planning. We focus on a longer-term planning problem; which units to build and in what order to produce the units so a player successfully defeats the opponent. Plans which address unit construction scheduling problems in Real-Time Strategy games are called build-orders. A robust build-order defeats many opponents, while a strong build-order defeats opponents quickly. However, no single build-order defeats all other build-orders, and build-orders that defeat many opponents may still lose against a specific opponent. Other researchers have only investigated generating build-orders that defeat a specific opponent, rather than finding robust, strong build-orders. Additionally, previous research has not applied coevolutionary algorithms towards generating build-orders. In contrast, our research has three main contributions towards finding robust, strong build-orders. First, we apply a coevolutionary algorithm towards finding robust build-orders. Compared to exhaustive search, a genetic algorithm finds the strongest build-orders while a coevolutionary algorithm finds more robust build-orders. Second, we show that case-injection enables coevolution to learn from specific opponents while maintaining robustness. Build-orders produced with coevolution and case-injection learn to defeat or play like the injected build-orders. Third, we show that coevolved build-orders benefit from a representation which includes branches and loops. Coevolution will utilize multiple branches and loops to create build-orders that are stronger than build-orders without loops and branches. We believe this work provides evidence that coevolutionary algorithms may be a viable approach to creating robust, strong build-orders for Real-Time Strategy games
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