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Width-Based Planning for General Video-Game Playing

AAAI Conferences

IW(1) is a simple search algorithm that assumes that states can be characterized in terms of a set of boolean features or atoms. IW(1) consists of a standard breadth-first search with one variation: a newly generated state is pruned if it does not make a new atom true. Thus, while a breadth-first search runs in time that is exponential in the number of atoms, IW(1) runs in linear time. Variations of the algorithm have been shown to yield state-of-the-art results in classical planning and more recently in the Atari video games. In this paper, we use the algorithm for selecting actions in the games of the general video-game AI competition (GVG-AI) which, unlike classical planning problems and the Atari games, are stochastic. We evaluate a variation of the algorithm over 30 games under different time windows using the number of wins as the performance measure. We find that IW(1) does better than the sample MCTS and OLMCTS controllers for all time windows with the performance gap growing with the window size. The exception are the puzzle-like games where all the algorithms do poorly. For such problems, we show that much better results can be obtained with the IW(2) algorithm, which is like IW(1), except that states are pruned in the breadth-first search when they fail to make true a new pair of atoms.


Hierarchical Portfolio Search: Prismata's Robust AI Architecture for Games with Large Search Spaces

AAAI Conferences

Online strategy video games offer several unique challenges to the field of AI research. Due to their large state and action spaces, existing search algorithms have difficulties in making strategically strong decisions. Additionally, the nature of competitive on-line video games adds the requirement that game designers be able to tweak game properties regularly when strategic imbalances are found. This means that an AI system for a game like this needs to be robust to such changes and less reliant on expert knowledge. This paper makes two main contributions to advancing the state of the art for AI in modern strategy video games which have large state and action spaces. The first is a novel method for performing hierarchical search using a portfolio of algorithms to reduce the search space while maintaining strong action candidates. The second contribution is an overall AI architecture for strategy video games using this portfolio search method. The proposed methods are used as the AI system for Prismata, an online turn-based strategy game by Lunarch Studios. This system is evaluated using three experiments: on-line play vs.~human players, off-line AI tournaments to test the relative strengths of the AI bots, and a survey to determine user satisfaction of the system so far. Our result show that this system achieves a skill level in the top 25% of human players on the ranked ladder, can be modified quickly to create different difficulty settings, is robust to changes in game unit properties, and creates an overall AI experience which is user rated more enjoyable than those currently found in similar video games.


Puppet Search: Enhancing Scripted Behavior by Look-Ahead Search with Applications to Real-Time Strategy Games

AAAI Conferences

Real-Time Strategy (RTS) games have shown to be very resilient to standard  adversarial tree search techniques. Recently, a few approaches to tackle their complexity have emerged that use game state or move abstractions, or both. Unfortunately, the supporting experiments were either limited to simpler RTS environments ( u RTS, SparCraft) or lack testing against state-of-the-art game playing agents. Here, we propose Puppet Search , a new adversarial search framework based on scripts that can expose choice points to a look-ahead search procedure. Selecting a combination of a script and decisions for its choice points represents a move to be applied next. Such moves can be executed in the actual game, thus letting the script play, or in an abstract representation of the game state which can be used by an adversarial tree search algorithm. Puppet Search returns a principal variation of scripts and choices to be executed by the agent for a given time span. We implemented the algorithm in a complete StarCraft bot. Experiments show that it matches or outperforms all of the individual scripts that it uses when playing against state-of-the-art bots from the 2014 AIIDE StarCraft competition.


Path Planning with Inventory-Driven Jump-Point-Search

AAAI Conferences

In many navigational domains the traversability of cells is conditioned on the path taken. This is often the case in videogames, in which a character may need to acquire a certain object (i.e., a key or a flying suit) to be able to traverse specific locations (e.g., doors or high walls). In order for non-player characters to handle such scenarios we present InvJPS, an “inventory-driven” pathfinding approach based on the highly successful grid-based Jump-Point-Search (JPS) algorithm. We show, formally and experimentally, that the InvJPS preserves JPS’s optimality guarantees and its symmetry breaking advantages in inventory-based variants of game maps.


Rigorously Collecting Commonsense Judgments for Complex Question-Answer Content

AAAI Conferences

Community Question Answering (CQA) websites are a popular tool for internet users to fulfill diverse information needs. Posted questions can be multiple sentences long and span diverse domains. They go beyond factoid questions and can be conversational, opinion-seeking and experiential questions, that might have multiple, potentially conflicting, useful answers from different users. In this paper, we describe a large-scale formative study to collect commonsense properties of questions and answers from 18 diverse communities from stackexchange.com. We collected 50,000 human judgments on 500 question-answer pairs. Commonsense properties are features that humans can extract and characterize reliably by using their commonsense knowledge and native language skills, and no special domain expertise is assumed. We report results and suggestions for designing human computation tasks for collecting commonsense semantic judgments.


Job Complexity and User Attention in Crowdsourcing Microtasks

AAAI Conferences

This paper examines the importance of presenting simple, intuitive tasks when conducting microtasking on crowdsourcing platforms. Most crowdsourcing platforms allow the maker of a task to present any length of instructions to crowd workers who participate in their tasks. Our experiments show, however, most workers who participate in crowdsourcing microtasks do not read the instructions, even when they are very brief. To facilitate success in microtask design, we highlight the importance of making simple, easy to grasp tasks that do not rely on instructions for explanation.


The Effect of Text Length in Crowdsourced Multiple Choice Questions

AAAI Conferences

Automated systems that aid in the development of Multiple Choice Questions (MCQs) have value for both educators, who spend large amounts of time creating novel questions, and students, who spend a great deal of effort both practicing for and taking tests. The current approach for measuring question difficulty in MCQs relies on models of how good pupils will perform and contrasts that with their lower-performing peers. MCQs can be difficult in many ways. This paper looks specifically at the effect of both the number of words in the question stem and in the answer options on question difficulty. This work is based on the hypothesis that questions are more difficult if the stem of the question and the answer options are semantically far apart. This hypothesis can be normalized, in part, with an analysis of the length of texts being compared. The MCQs used in the experiments were voluntarily authored by university students in biology courses. Future work includes additional experiments utilizing other aspects of this extensive crowdsourced data set.


It’s Not Just What You Say, But How You Say It: Muiltimodal Sentiment Analysis Via Crowdsourcing

AAAI Conferences

This paper examines the effect of various modalities of expression on the reliability of crowdsourced sentiment polarity judgments. A novel corpus of YouTube video reviews was created, and sentiment judgments were obtained via Amazon Mechanical Turk. We created a system for isolating text, video, and audio modalities from YouTube videos to ensure that annotators could only see the particular modality or modalities being evaluated. Reliability of judgments was assessed using Fleiss Kappa inter-annotator agreement values. We found that the audio only modality produced the most reliable judgments for video fragments and that across modalities video fragments are less ambiguous than full videos.


Linguistic Wisdom from the Crowd

AAAI Conferences

Crowdsourcing for linguistic data typically aims to replicate expert annotations using simplified tasks. But an alternative goal — one that is especially relevant for research in the domains of language meaning and use — is to tap into people's rich experience as everyday users of language. Research in these areas has the potential to tell us a great deal about how language works, but designing annotation frameworks for crowdsourcing of this kind poses special challenges. In this paper we define and exemplify two approaches to linguistic data collection corresponding to these differing goals (model-driven and user-driven) and discuss some hybrid cases in which they overlap. We also describe some design principles and resolution techniques helpful for eliciting linguistic wisdom from the crowd.


The ActiveCrowdToolkit: An Open-Source Tool for Benchmarking Active Learning Algorithms for Crowdsourcing Research

AAAI Conferences

Figure Crowdsourcing systems are commonly faced with the challenge 1 (a) shows the interface which allows researchers to set of making online decisions by assigning tasks to workers up experiments which run multiple active learning strategies in order to maximise accuracy while also minimising over a single dataset. Using this dialog, the user can construct cost. To aid researchers to reproduce, benchmark and extend an active learning strategy by combining an aggregation state-of-the-art active learning methods for crowdsourcing model, a task selection method and a worker selection systems, we developed the open-source.NET ActiveCrowd-method. The user can also select the number of judgements Toolkit.