293 research outputs found
Sustainable Cooperative Coevolution with a Multi-Armed Bandit
This paper proposes a self-adaptation mechanism to manage the resources
allocated to the different species comprising a cooperative coevolutionary
algorithm. The proposed approach relies on a dynamic extension to the
well-known multi-armed bandit framework. At each iteration, the dynamic
multi-armed bandit makes a decision on which species to evolve for a
generation, using the history of progress made by the different species to
guide the decisions. We show experimentally, on a benchmark and a real-world
problem, that evolving the different populations at different paces allows not
only to identify solutions more rapidly, but also improves the capacity of
cooperative coevolution to solve more complex problems.Comment: Accepted at GECCO 201
Weighting NTBEA for Game AI Optimisation
The N-Tuple Bandit Evolutionary Algorithm (NTBEA) has proven very effective
in optimising algorithm parameters in Game AI. A potential weakness is the use
of a simple average of all component Tuples in the model. This study
investigates a refinement to the N-Tuple model used in NTBEA by weighting these
component Tuples by their level of information and specificity of match. We
introduce weighting functions to the model to obtain Weighted- NTBEA and test
this on four benchmark functions and two game environments. These tests show
that vanilla NTBEA is the most reliable and performant of the algorithms
tested. Furthermore we show that given an iteration budget it is better to
execute several independent NTBEA runs, and use part of the budget to find the
best recommendation from these runs
Rolling Horizon Evolutionary Algorithms for General Video Game Playing
IEEE Game-playing Evolutionary Algorithms, specifically Rolling Horizon Evolutionary Algorithms, have recently managed to beat the state of the art in win rate across many video games. However, the best results in a game are highly dependent on the specific configuration of modifications introduced over several papers, each adding additional parameters to the core algorithm. Further, the best previously published parameters have been found from only a few human-picked combinations, as the possibility space has grown beyond exhaustive search. This paper presents the state of the art in Rolling Horizon Evolutionary Algorithms, combining all modifications described in literature, as well as new ones. We then use a parameter optimiser, the N-Tuple Bandit Evolutionary Algorithm, to find the best combination of parameters in 20 games from the General Video Game AI Framework. Further, we analyse the algorithm's parameters and some interesting combinations revealed through the optimisation process. Lastly, we find new state of the art solutions on several games by automatically exploring the large parameter space of RHEA
Self-adaptive MCTS for General Video Game Playing
Monte-carlo tree search (mcts) has shown particular success in general game playing (ggp) and general video game playing (gvgp) and many enhancements and variants have been developed. Recently, an on-line adaptive parameter tuning mechanism for mcts agents has been proposed that almost achieves the same performance as off-line tuning in ggp.in this paper we apply the same approach to gvgp and use the popular general video game ai (gvgai) framework, in which the time allowed to make a decision is only 40 ms. We design three self-adaptive mcts (sa-mcts) agents that optimize on-line the parameters of a standard non-self-adaptive mcts agent of gvgai. The three agents select the parameter values using naïve monte-carlo, an evolutionary algorithm and an n-tuple bandit evolutionary algorithm respectively, and are tested on 20 single-player games of gvgai.the sa-mcts agents achieve more robust results on the tested games. With the same time setting, they perform similarly to the baseline standard mcts agent in the games for which the baseline agent performs well, and significantly improve the win rate in the games for which the baseline agent performs poorly. As validation, we also test the performance of non-self-adaptive mcts instances that use the most sampled parameter settings during the on-line tuning of each of the three sa-mcts agents for each game. Results show that these parameter settings improve the win rate on the games wait for breakfast and escape by 4 times and 150 times, respectively
Automatic Game Parameter Tuning using General Video Game Agents
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
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