4 research outputs found

    Adaptive General Search Framework for Games and Beyond

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    The research field of Artificial General Intelligence (AGI) is concerned with the creation of adaptive programs that can autonomously address tasks of a different nature. Search and planning have been identified as core capabilities of AGI, and have been successful in many scenarios that require sequential decision-making. However, many search algorithms are developed for specific problems and exploit domain-specific knowledge, which makes them not applicable to perform different tasks autonomously. Although some domain-independent search algorithms have been proposed, a programmer still has to make decisions on their design, setup and enhancements. Thus, the performance is limited by the programmer's decisions, which are usually biased. This paper proposes to develop a framework that, in line with the goals of AGI, autonomously addresses a wide variety of search tasks, adapting automatically to each new, unknown task. To achieve this, we propose to encode search algorithms in a formal language and combine algorithm portfolios with automatic algorithm generation. In addition, we see games as the ideal test bed for the framework, because they can model a wide variety of complex problems. Finally, we believe that this research will have an impact not only on the AGI research field, but also on the game industry and on real-world problems

    Evolutionary Design of Game Vehicles and Their Controllers

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    Procedural content generation (PCG) is a growing field of interest in the domain of computational intelligence as it relates to games. There are ever increasing examples and applications of PCG that have been studied in academic contexts. Player expectations of the amount of content in games increase as computers and video game consoles are capable of using more content, and automation of content creation becomes more desirable. While many means of procedural content generation using some form of search algorithm have been tried and tested, we examine evolutionary algorithms as a means to generate content, where it has not frequently been used before. We examine the generation of vehicles, specifically spaceships, within two dimensional game simulations. These simulations are based upon a simple Newtonian physics system with different physical rules, representing games such as Lunar Lander or Asteroids, and evolve linear vectors of real numbers that act as vehicle genotypes by encoding placement of components to a vehicle point mass, with a form defined by the placement of each component. We use simple 1-ply lookahead controllers, simple rule-based controllers, and MCTS-based controllers as means to test and therefore indirectly guide the evolution of vehicle designs. We are able to demonstrate that evolutionary algorithms can be used to generate effective vehicle designs, suitable for use by the same controller as used for testing, for simple tasks without much issue. We also show that there are some factors of a problem environment that impact the demands and the conditions affecting vehicle design evolution more than others, such as velocity loss factors and the topology of the game world used. It is also evident that the use of different controllers to test vehicles causes different designs to emerge based on the strengths of said controllers
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