19 research outputs found
The Difficulty of Novelty Detection in Open-World Physical Domains: An Application to Angry Birds
Detecting and responding to novel situations in open-world environments is a
key capability of human cognition. Current artificial intelligence (AI)
researchers strive to develop systems that can perform in open-world
environments. Novelty detection is an important ability of such AI systems. In
an open-world, novelties appear in various forms and the difficulty to detect
them varies. Therefore, to accurately evaluate the detection capability of AI
systems, it is necessary to investigate the difficulty to detect novelties. In
this paper, we propose a qualitative physics-based method to quantify the
difficulty of novelty detection focusing on open-world physical domains. We
apply our method in a popular physics simulation game, Angry Birds. We conduct
an experiment with human players with different novelties in Angry Birds to
validate our method. Results indicate that the calculated difficulty values are
in line with the detection difficulty of the human players
Generation and Analysis of Content for Physics-Based Video Games
The development of artificial intelligence (AI) techniques that can assist with the creation and analysis of digital content is a broad and challenging task for researchers. This topic has been most prevalent in the field of game AI research, where games are used as a testbed for solving more complex real-world problems. One of the major issues with prior AI-assisted content creation methods for games has been a lack of direct comparability to real-world environments, particularly those with realistic physical properties to consider. Creating content for such environments typically requires physics-based reasoning, which imposes many additional complications and restrictions that must be considered. Addressing and developing methods that can deal with these physical constraints, even if they are only within simulated game environments, is an important and challenging task for AI techniques that intend to be used in real-world situations.
The research presented in this thesis describes several approaches to creating and analysing levels for the physics-based puzzle game Angry Birds, which features a realistic 2D environment. This research was multidisciplinary in nature and covers a wide variety of different AI fields, leading to this thesis being presented as a compilation of published work. The central part of this thesis consists of procedurally generating levels for physics-based games similar to those in Angry Birds. This predominantly involves creating and placing stable structures made up of many smaller blocks, as well as other level elements. Multiple approaches are presented, including both fully autonomous and human-AI collaborative methodologies. In addition, several analyses of Angry Birds levels were carried out using current state-of-the-art agents. A hyper-agent was developed that uses machine learning to estimate the performance of each agent in a portfolio for an unknown level, allowing it to select the one most likely to succeed. Agent performance on levels that contain deceptive or creative properties was also investigated, allowing determination of the current strengths and weaknesses of different AI techniques. The observed variability in performance across levels for different AI techniques led to the development of an adaptive level generation system, allowing for the dynamic creation of increasingly challenging levels over time based on agent performance analysis. An additional study also investigated the theoretical complexity of Angry Birds levels from a computational perspective.
While this research is predominately applied to video games with physics-based simulated environments, the challenges and problems solved by the proposed methods also have significant real-world potential and applications
Reasoning about topological and cardinal direction relations between 2-dimensional spatial objects
Increasing the expressiveness of qualitative spatial calculi is an essential step towards meeting the requirements of applications. This can be achieved by combining existing calculi in a way that we can express spatial information using relations from multiple calculi. The great challenge is to develop reasoning algorithms that are correct and complete when reasoning over the combined information. Previous work has mainly studied cases where the interaction between the combined calculi was small, or where one of the two calculi was very simple. In this paper we tackle the important combination of topological and directional information for extended spatial objects. We combine some of the best known calculi in qualitative spatial reasoning, the RCC8 algebra for representing topological information, and the Rectangle Algebra (RA) and the Cardinal Direction Calculus (CDC) for directional information. We consider two different interpretations of the RCC8 algebra, one uses a weak connectedness relation, the other uses a strong connectedness relation. In both interpretations, we show that reasoning with topological and directional information is decidable and remains in NP. Our computational complexity results unveil the significant differences between RA and CDC, and that between weak and strong RCC8 models. Take the combination of basic RCC8 and basic CDC constraints as an example: we show that the consistency problem is in P only when we use the strong RCC8 algebra and explicitly know the corresponding basic RA constraints
The Computational Complexity of Angry Birds
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
Visual Attention in Dynamic Environments and its Application to Playing Online Games
Abstract In this thesis we present a prototype of Cognitive Programs (CPs) - an executive controller built on top of Selective Tuning (ST) model of attention. CPs enable top-down control of visual system and interaction between the low-level vision and higher-level task demands.
Abstract We implement a subset of CPs for playing online video games in real time using only visual input. Two commercial closed-source games - Canabalt and Robot Unicorn Attack - are used for evaluation. Their simple gameplay and minimal controls put the emphasis on reaction speed and attention over planning.
Abstract Our implementation of Cognitive Programs plays both games at human expert level, which experimentally proves the validity of the concept. Additionally we resolved multiple theoretical and engineering issues, e.g. extending the CPs to dynamic environments, finding suitable data structures for describing the task and information flow within the network and determining the correct timing for each process
Physical Reasoning for Intelligent Agent in Simulated Environments
Developing Artificial Intelligence (AI) that is capable of
understanding and interacting with the real world in a
sophisticated way has long been a grand vision of AI. There is an
increasing number of AI agents coming into our daily lives and
assisting us with various daily tasks ranging from house cleaning
to serving food in restaurants. While different tasks have
different goals, the domains of the tasks all obey the physical
rules (classic Newtonian physics) of the real world. To
successfully interact with the physical world, an agent needs to
be able to understand its surrounding environment, to predict the
consequences of its actions and to draw plans that can achieve a
goal without causing any unintended outcomes. Much of AI
research over the past decades has been dedicated to specific
sub-problems such as machine learning and computer vision, etc.
Simply plugging in techniques from these subfields is far from
creating a comprehensive AI agent that can work well in a
physical environment. Instead, it requires an integration of
methods from different AI areas that considers specific
conditions and requirements of the physical environment.
In this thesis, we identified several capabilities that are
essential for AI to interact with the physical world, namely,
visual perception, object detection, object tracking, action
selection, and structure planning. As the real world is a highly
complex environment, we started with developing these
capabilities in virtual environments with realistic physics
simulations. The central part of our methods is the combination
of qualitative reasoning and standard techniques from different
AI areas. For the visual perception capability, we developed a
method that can infer spatial properties of rectangular objects
from their minimum bounding rectangles. For the object detection
capability, we developed a method that can detect unknown objects
in a structure by reasoning about the stability of the structure.
For the object tracking capability, we developed a method that
can match perceptually indistinguishable objects in visual
observations made before and after a physical impact. This method
can identify spatial changes of objects in the physical event,
and the result of matching can be used for learning the
consequence of the impact. For the action selection capability,
we developed a method that solves a hole-in-one problem that
requires selecting an action out of an infinite number of actions
with unknown consequences. For the structure planning capability,
we developed a method that can arrange objects to form a stable
and robust structure by reasoning about structural stability and
robustness
Study of artificial intelligence algorithms applied to the generation of non-playable characters in arcade games
En la actualidad, el auge de la Inteligencia Artificial en diversos campos está llevando a un
aumento en la investigación que se lleva a cabo en ella. Uno de estos campos es el de los
videojuegos.
Desde el inicio de los videojuegos, ha primado la experiencia del usuario en términos de
jugabilidad y gráficos, sobre todo, prestando menor atención a la Inteligencia Artificial. Ahora,
debido a que cada vez se dispone de mejores máquinas que pueden realizar acciones computacionalmente
más caras con menor dificultad, se están pudiendo aplicar técnicas de Inteligencia
Artificial más complejas y que aportan mejor funcionamiento y dotan a los juegos de mayor
realismo. Este es el caso, por ejemplo, de la creación de agentes inteligentes que imitan el
comportamiento humano de una manera más realista.
En los últimos años, se han creado diversas competiciones para desarrollar y analizar técnicas
de Inteligencia Artificial aplicadas a los videojuegos. Algunas de las técnicas que son objeto
de estudio son la generación de niveles, como en la competición de Angry Birds; la minerÃa
de datos sacados de registros de juegos MMORPG (videojuego de rol multijugador masivo en
lÃnea) para predecir el compromiso económico de los jugadores, en la competición de minerÃa de
datos; el desarrollo de IA para desafÃos de los juegos RTS (estrategia en tiempo real) tales como
la incertidumbre, el procesado en tiempo real o el manejo de unidades, en la competición de
StarCraft; o la investigación en PO (observabilidad parcial) en la competición de Ms. Pac-Man
mediante el diseño de controladores para Pac-Man y el Equipo de fantasmas.
Este trabajo se centra en esta última competición, y tiene como objetivo el desarrollo de
una técnica hÃbrida consistente en un algoritmo genético y razonamiento basado en casos. El
algoritmo genético se usa para generar y optimizar un conjunto de reglas que los fantasmas
utilizan para jugar contra Ms. Pac-Man.
Posteriormente, se realiza un estudio de los parámetros que intervienen en la ejecución del
algoritmo genético, para ver como éstos afectan a los valores de fitness obtenidos por los agentes
generados.Recently, the increase in the use of Arti cial Intelligence in di erent elds is leading to an
increase in the research being carried out. One of these elds is videogames.
Since the beginning of videogames, the user experience in terms of gameplay and graphics
has prevailed, paying less attention to Arti cial Intelligence for creating more realistic agents
and behaviours. Nowadays, due to the availability of better machines that can perform computationally
expensive actions with less di culty, more complex Arti cial Intelligence techniques
that provide games with better performance and more realism can be implemented. This is the
case, for example, of creating intelligent agents that mimic human behaviour in a more realistic
way.
Di erent competitions are held ever
Some of the techniques that are object for study are level generation, such as in the Angry Birds
AI Competition, data mining from MMORPG (massively multiplayer online role-playing game)
game logs to predict game players' economic engagement, in the Game Data Mining Competition;
the development of RTS (Real-Time Strategy) game AI for solving challenging issues such
as uncertainty, real-time process and unit management, in the StarCraft AI Competition; or
the research into PO (Partial Observability) in the Ms. Pac-Man Vs Ghost Team Competition
by designing agents for Ms. Pac-Man and the Ghost Team.
This work is focused on this last competition, and has the objective of designing a hybrid
technique consisting of a genetic algorithm and case-based reasoning. The genetic algorithm is
used to generate and optimize set of rules that the Ghosts use ty year for research into AI techniques through videogames.o play against Ms. Pac-Man.
Later, we perform an analysis of the parameters that intervene in the execution of the genetic
algorithm to see how they a ect the tness values that the generated agents obtain by playing
the game
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Integrating Recognition and Decision Making to Close the Interaction Loop for Autonomous Systems
Intelligent systems are becoming increasingly ubiquitous in daily life. Mobile devices are providing machine-generated support to users, robots are coming out of their cages in manufacturing to interact with co-workers, and cars with various degrees of self-driving capabilities operate amongst pedestrians and the driver. However, these interactive intelligent systems\u27 effectiveness depends on their understanding and recognition of human activities and goals, as well as their responses to people in a timely manner. The average person does not follow instructions step-by-step or act in a formulaic manner, but instead varies the order of actions and timing when performing a given task. People explore their surroundings, make mistakes, and may interrupt an activity to handle more urgent matters. The decisions that an autonomous intelligent system makes should account for such noise and variance regardless of the form of interaction, which includes adapting action choices and possibly its own goals.While most people take these aspects of interaction for granted, they are complex and involve many specific tasks that have primarily been studied independently within artificial intelligence. This results in open-loop interactive experiences where the user must perform a fixed input command or the intelligent system performs a hard-coded output response---one of the components of the interaction cannot adapt with respect to the other for longer-term back-and-forth interactions. This dissertation explores how developments in plan recognition, activity recognition, intent recognition, and autonomous planning can work together to develop more adaptive interactive experiences between autonomous intelligent systems and the people around them. In particular, we consider a unifying perspective of recognition algorithms that provides sufficient information to dynamically produce short-term automated planning problems, and we present ways to run these algorithms faster for the real-time needs of interaction. This exploration leads to the introduction of the Planning and Recognition Together Close the Interaction Loop (PReTCIL) framework that serves as a first step towards identifying how we can address the problem of closing the interaction loop, in addition to new questions that need to be considered