63 research outputs found

    General Video Game AI: Learning from screen capture

    Get PDF
    General Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain. In this paper, we propose for the first time a screen capture learning agent for General Video Game AI framework. A Deep Q-Network algorithm was applied and improved to develop an agent capable of learning to play different games in the framework. After testing this algorithm using various games of different categories and difficulty levels, the results suggest that our proposed screen capture learning agent has the potential to learn many different games using only a single learning algorithm

    Fingerprinting Tabletop Games

    Get PDF
    We present some initial work on characterizing games using a visual 'fingerprint' generated from several independent optimisation runs over the parameters used in Monte Carlo Tree Search (MCTS). This 'fingerprint' provides a useful tool to compare games, as well as highlighting the relative sensitivity of a specific game to algorithmic variants of MCTS. The exploratory work presented here shows that in some games there is a major change in the optimal MCTS parameters when we move from 2-players to 3 or 4-players

    Bandit-based Random Mutation Hill-Climbing

    Get PDF
    The Random Mutation Hill-Climbing algorithm is a direct search technique mostly used in discrete domains. It repeats the process of randomly selecting a neighbour of a best-so-far solution and accepts the neighbour if it is better than or equal to it. In this work, we propose to use a novel method to select the neighbour solution using a set of independent multi-armed bandit-style selection units which results in a bandit-based Random Mutation Hill-Climbing algorithm. The new algorithm significantly outperforms Random Mutation Hill-Climbing in both OneMax (in noise-free and noisy cases) and Royal Road problems (in the noise-free case). The algorithm shows particular promise for discrete optimisation problems where each fitness evaluation is expensive

    Elastic Monte Carlo Tree Search

    Get PDF

    Learning on a Budget via Teacher Imitation

    Get PDF
    Deep Reinforcement Learning (RL) techniques can benefit greatly from leveraging prior experience, which can be either self-generated or acquired from other entities. Action advising is a framework that provides a flexible way to transfer such knowledge in the form of actions between teacher-student peers. However, due to the realistic concerns, the number of these interactions is limited with a budget; therefore, it is crucial to perform these in the most appropriate moments. There have been several promising studies recently that address this problem setting especially from the student's perspective. Despite their success, they have some shortcomings when it comes to the practical applicability and integrity as an overall solution to the learning from advice challenge. In this paper, we extend the idea of advice reusing via teacher imitation to construct a unified approach that addresses both advice collection and advice utilisation problems. We also propose a method to automatically tune the relevant hyperparameters of these components on-the-fly to make it able to adapt to any task with minimal human intervention. The experiments we performed in 5 different Atari games verify that our algorithm either surpasses or performs on-par with its top competitors while being far simpler to be employed. Furthermore, its individual components are also found to be providing significant advantages alone

    Diversity maintenance using a population of repelling random-mutation hill climbers

    Get PDF
    A novel evolutionary algorithm, which can be viewed as an extension to the simple, yet effective, approach of the Random-Mutation Hill Climber (RMHC), is presented. The algorithm addresses the shortcomings of RMHC and its multi-individual parallel version through the introduction of a penalty term into the fitness function, which penalizes individuals in the population for being too similar, hence maintaining population diversity. The performance of the algorithm is evaluated on the deceptive trap and a set of SAT problems, comparing them to the Crowding EA. The results show that at a small cost of solution speed on simpler problems, the algorithm gains better capabilities of dealing with the issues of local maxima

    Population seeding techniques for Rolling Horizon Evolution in General Video Game Playing

    Get PDF
    While Monte Carlo Tree Search and closely related methods have dominated General Video Game Playing, recent research has demonstrated the promise of Rolling Horizon Evolutionary Algorithms as an interesting alternative. However, there is little attention paid to population initialization techniques in the setting of general real-time video games. Therefore, this paper proposes the use of population seeding to improve the performance of Rolling Horizon Evolution and presents the results of two methods, One Step Look Ahead and Monte Carlo Tree Search, tested on 20 games of the General Video Game AI corpus with multiple evolution parameter values (population size and individual length). An in-depth analysis is carried out between the results of the seeding methods and the vanilla Rolling Horizon Evolution. In addition, the paper presents a comparison to a Monte Carlo Tree Search algorithm. The results are promising, with seeding able to boost performance significantly over baseline evolution and even match the high level of play obtained by the Monte Carlo Tree Search

    Automatic Goal Discovery in Subgoal Monte Carlo Tree Search

    Get PDF
    Monte Carlo Tree Search (MCTS) is a heuristic search algorithm that can play a wide range of games without requiring any domain-specific knowledge. However, MCTS tends to struggle in very complicated games due to an exponentially increasing branching factor. A promising solution for this problem is to focus the search only on a small fraction of states. Subgoal Monte Carlo Tree Search (S-MCTS) achieves this by using a predefined subgoal-predicate that detects promising states called subgoals. However, not only does this make S-MCTS domain-dependent, but also it is often difficult to define a good predicate. In this paper, we propose using quality diversity (QD) algorithms to detect subgoals in real-time. Furthermore, we show how integrating QD-algorithms into S-MCTS significantly improves its performance in the Physical Travelling Salesmen Problem without requiring any domain-specific knowledge

    Rolling Horizon NEAT for General Video Game Playing

    Full text link
    This paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT). Unlike traditional Rolling Horizon Evolution, where an evolutionary algorithm is in charge of evolving a sequence of actions, rhNEAT evolves weights and connections of a neural network in real-time, planning several steps ahead before returning an action to execute in the game. Different versions of the algorithm are explored in a collection of 20 GVGAI games, and compared with other SFP methods and state of the art results. Although results are overall not better than other SFP methods, the nature of rhNEAT to adapt to changing game features has allowed to establish new state of the art records in games that other methods have traditionally struggled with. The algorithm proposed here is general and introduces a new way of representing information within rolling horizon evolution techniques.Comment: 8 pages, 5 figures, accepted for publication in IEEE Conference on Games (CoG) 202

    Evolving Game Skill-Depth using General Video Game AI agents

    Get PDF
    Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise
    • …
    corecore