23 research outputs found

    Accelerating Empowerment Computation with UCT Tree Search

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    Models of intrinsic motivation present an important means to produce sensible behaviour in the absence of extrinsic rewards. Applications in video games are varied, and range from intrinsically motivated general game-playing agents to non-player characters such as companions and enemies. The information-theoretic quantity of Empowerment is a particularly promising candidate motivation to produce believable, generic and robust behaviour. However, while it can be used in the absence of external reward functions that would need to be crafted and learned, empowerment is computationally expensive. In this paper, we propose a modified UCT tree search method to mitigate empowerment's computational complexity in discrete and deterministic scenarios. We demonstrate how to modify a Monte-Carlo Search Tree with UCT to realise empowerment maximisation, and discuss three additional modifications that facilitate better sampling. We evaluate the approach both quantitatively, by analysing how close our approach gets to the baseline of exhaustive empowerment computation with varying amounts of computational resources, and qualitatively, by analysing the resulting behaviour in a Minecraft-like scenario

    Expanding the Active Inference Landscape: More Intrinsic Motivations in the Perception-Action Loop

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    Active inference is an ambitious theory that treats perception, inference, and action selection of autonomous agents under the heading of a single principle. It suggests biologically plausible explanations for many cognitive phenomena, including consciousness. In active inference, action selection is driven by an objective function that evaluates possible future actions with respect to current, inferred beliefs about the world. Active inference at its core is independent from extrinsic rewards, resulting in a high level of robustness across e.g., different environments or agent morphologies. In the literature, paradigms that share this independence have been summarized under the notion of intrinsic motivations. In general and in contrast to active inference, these models of motivation come without a commitment to particular inference and action selection mechanisms. In this article, we study if the inference and action selection machinery of active inference can also be used by alternatives to the originally included intrinsic motivation. The perception-action loop explicitly relates inference and action selection to the environment and agent memory, and is consequently used as foundation for our analysis. We reconstruct the active inference approach, locate the original formulation within, and show how alternative intrinsic motivations can be used while keeping many of the original features intact. Furthermore, we illustrate the connection to universal reinforcement learning by means of our formalism. Active inference research may profit from comparisons of the dynamics induced by alternative intrinsic motivations. Research on intrinsic motivations may profit from an additional way to implement intrinsically motivated agents that also share the biological plausibility of active inference

    Predicting Player Experience Without the Player. An Exploratory Study

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    A key challenge of procedural content generation (PCG) is to evoke a certain player experience (PX), when we have no direct control over the content which gives rise to that experience. We argue that neither the rigorous methods to assess PX in HCI, nor specialised methods in PCG are sufficient, because they rely on a human in the loop. We propose to address this shortcoming by means of computational models of intrinsic motivation and AI game-playing agents. We hypothesise that our approach could be used to automatically predict PX across games and content types without relying on a human player or designer. We conduct an exploratory study in level generation based on empowerment, a specific model of intrinsic motivation. Based on a thematic analysis, we find that empowerment can be used to create levels with qualitatively different PX. We relate the identified experiences to established theories of PX in HCI and game design, and discuss next steps
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