5,256 research outputs found

    Rolling Horizon NEAT for General Video Game Playing

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    This paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT). Unlike traditional Rolling Horizon Evolution, where an evolutionary algorithm is in charge of evolving a sequence of actions, rhNEAT evolves weights and connections of a neural network in real-time, planning several steps ahead before returning an action to execute in the game. Different versions of the algorithm are explored in a collection of 20 GVGAI games, and compared with other SFP methods and state of the art results. Although results are overall not better than other SFP methods, the nature of rhNEAT to adapt to changing game features has allowed to establish new state of the art records in games that other methods have traditionally struggled with. The algorithm proposed here is general and introduces a new way of representing information within rolling horizon evolution techniques.Comment: 8 pages, 5 figures, accepted for publication in IEEE Conference on Games (CoG) 202

    Evolutionary Machine Learning and Games

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    Evolutionary machine learning (EML) has been applied to games in multiple ways, and for multiple different purposes. Importantly, AI research in games is not only about playing games; it is also about generating game content, modeling players, and many other applications. Many of these applications pose interesting problems for EML. We will structure this chapter on EML for games based on whether evolution is used to augment machine learning (ML) or ML is used to augment evolution. For completeness, we also briefly discuss the usage of ML and evolution separately in games.Comment: 27 pages, 5 figures, part of Evolutionary Machine Learning Book (https://link.springer.com/book/10.1007/978-981-99-3814-8

    Emergence of Equilibria from Individual Strategies in Online Content Diffusion

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    Social scientists have observed that human behavior in society can often be modeled as corresponding to a threshold type policy. A new behavior would propagate by a procedure in which an individual adopts the new behavior if the fraction of his neighbors or friends having adopted the new behavior exceeds some threshold. In this paper we study the question of whether the emergence of threshold policies may be modeled as a result of some rational process which would describe the behavior of non-cooperative rational members of some social network. We focus on situations in which individuals take the decision whether to access or not some content, based on the number of views that the content has. Our analysis aims at understanding not only the behavior of individuals, but also the way in which information about the quality of a given content can be deduced from view counts when only part of the viewers that access the content are informed about its quality. In this paper we present a game formulation for the behavior of individuals using a meanfield model: the number of individuals is approximated by a continuum of atomless players and for which the Wardrop equilibrium is the solution concept. We derive conditions on the problem's parameters that result indeed in the emergence of threshold equilibria policies. But we also identify some parameters in which other structures are obtained for the equilibrium behavior of individuals

    The Cord Weekly (April 5, 1984)

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    Real Time Predictive and Adaptive Hybrid Powertrain Control Development via Neuroevolution

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    The real-time application of powertrain-based predictive energy management (PrEM) brings the prospect of additional energy savings for hybrid powertrains. Torque split optimal control methodologies have been a focus in the automotive industry and academia for many years. Their real-time application in modern vehicles is, however, still lagging behind. While conventional exact and non-exact optimal control techniques such as Dynamic Programming and Model Predictive Control have been demonstrated, they suffer from the curse of dimensionality and quickly display limitations with high system complexity and highly stochastic environment operation. This paper demonstrates that Neuroevolution associated drive cycle classification algorithms can infer optimal control strategies for any system complexity and environment, hence streamlining and speeding up the control development process. Neuroevolution also circumvents the integration of low fidelity online plant models, further avoiding prohibitive embedded computing requirements and fidelity loss. This brings the prospect of optimal control to complex multi-physics system applications. The methodology presented here covers the development of the drive cycles used to train and validate the neurocontrollers and classifiers, as well as the application of the Neuroevolution process

    Automatic Game Parameter Tuning using General Video Game Agents

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    Automatic Game Design is a subfield of Game Artificial Intelligence that aims to study the usage of AI algorithms for assisting in game design tasks. This dissertation presents a research work in this field, focusing on applying an evolutionary algorithm to video game parameterization. The task we are interested in is player experience. N-Tuple Bandit Evolutionary Algorithm (NTBEA) is an evolutionary algorithm that was recently proposed and successfully applied in game parameterization in a simple domain, which is the first experiment included in this project. To further investigating its ability in evolving game parameters, We applied NTBEA to evolve parameter sets for three General Video Game AI (GVGAI) games, because GVGAI has variety supplies of video games in different types and the framework has already been prepared for parameterization. 9 positive increasing functions were picked as target functions as representations of the player expected score trends. Our initial assumption was that the evolved games should provide the game environments that allow players to obtain score in the same trend as one of these functions. The experiment results confirm this for some functions, and prove that the NTBEA is very much capable of evolving GVGAI games to satisfy this task

    Spartan Daily, February 26, 2004

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    Volume 122, Issue 19https://scholarworks.sjsu.edu/spartandaily/9954/thumbnail.jp

    Artificial intelligence in co-operative games with partial observability

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    This thesis investigates Artificial Intelligence in co-operative games that feature Partial Observability. Most video games feature a combination of both co-operation, as well as Partial Observability. Co-operative games are games that feature a team of at least two agents, that must achieve a shared goal of some kind. Partial Observability is the restriction of how much of an environment that an agent can observe. The research performed in this thesis examines the challenge of creating Artificial Intelligence for co-operative games that feature Partial Observability. The main contributions are that Monte-Carlo Tree Search outperforms Genetic Algorithm based agents in solving co-operative problems without communication, the creation of a co-operative Partial Observability competition promoting Artificial Intelligence research as well as an investigation of the effect of varying Partial Observability to Artificial Intelligence, and finally the creation of a high performing Monte-Carlo Tree Search agent for the game Hanabi that uses agent modelling to rationalise about other players

    The Cord Weekly (April 5, 1984)

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