19 research outputs found

    The Difficulty of Novelty Detection in Open-World Physical Domains: An Application to Angry Birds

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    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

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    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

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    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

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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

    Visual Attention in Dynamic Environments and its Application to Playing Online Games

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    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

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    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

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    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 minería de datos sacados de registros de juegos MMORPG (videojuego de rol multijugador masivo en línea) para predecir el compromiso económico de los jugadores, en la competición de minería de datos; el desarrollo de IA para desafíos 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 híbrida 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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