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Collaborating Authors

 Canaan, Rodrigo


EINCASM: Emergent Intelligence in Neural Cellular Automaton Slime Molds

arXiv.org Artificial Intelligence

This paper presents EINCASM, a prototype system employing a novel framework for studying emergent intelligence in organisms resembling slime molds. EINCASM evolves neural cellular automata with NEAT to maximize cell growth constrained by nutrient and energy costs. These organisms capitalize physically simulated fluid to transport nutrients and chemical-like signals to orchestrate growth and adaptation to complex, changing environments. Our framework builds the foundation for studying how the presence of puzzles, physics, communication, competition and dynamic open-ended environments contribute to the emergence of intelligent behavior. We propose preliminary tests for intelligence in such organisms and suggest future work for more powerful systems employing EINCASM to better understand intelligence in distributed dynamical systems.


The AI Settlement Generation Challenge in Minecraft: First Year Report

arXiv.org Artificial Intelligence

This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map. This challenge seeks to focus research into adaptive and holistic procedural content generation. Generating Minecraft towns and villages given existing maps is a suitable task for this, as it requires the generated content to be adaptive, functional, evocative and aesthetic at the same time. Here, we present the results from the first iteration of the competition. We discuss the evaluation methodology, present the different technical approaches by the competitors, and outline the open problems.


Game Mechanic Alignment Theory and Discovery

arXiv.org Artificial Intelligence

We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of environmental rewards and intrinsic player motivations. By disentangling player and environmental influences, mechanics may be better identified for use in an automated tutorial generation system, which could tailor tutorials for a particular playstyle or player. Within, we apply this theory to several well-known games to demonstrate how designers can benefit from it, we describe a methodology for how to estimate mechanic alignment, and we apply this methodology on multiple games in the GVGAI framework. We discuss how effectively this estimation captures intrinsic/extrinsic rewards and how our theory could be used as an alternative to critical mechanic discovery methods for tutorial generation.


Diverse Agents for Ad-Hoc Cooperation in Hanabi

arXiv.org Artificial Intelligence

In complex scenarios where a model of other actors is necessary to predict and interpret their actions, it is often desirable that the model works well with a wide variety of previously unknown actors. Hanabi is a card game that brings the problem of modeling other players to the forefront, but there is no agreement on how to best generate a pool of agents to use as partners in ad-hoc cooperation evaluation. This paper proposes Quality Diversity algorithms as a promising class of algorithms to generate populations for this purpose and shows an initial implementation of an agent generator based on this idea. We also discuss what metrics can be used to compare such generators, and how the proposed generator could be leveraged to help build adaptive agents for the game.


Evolving the Hearthstone Meta

arXiv.org Artificial Intelligence

Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the desired outcome without disrupting the existing environment becomes a laborious challenge. In this paper, we discuss the impacts that changes to existing cards can have on strategy in Hearthstone. By analyzing the win rate on match-ups across different decks, being played by different strategies, we propose to compare their performance before and after changes are made to improve or worsen different cards. Then, using an evolutionary algorithm, we search for a combination of changes to the card attributes that cause the decks to approach equal, 50% win rates. We then expand our evolutionary algorithm to a multi-objective solution to search for this result, while making the minimum amount of changes, and as a consequence disruption, to the existing cards. Lastly, we propose and evaluate metrics to serve as heuristics with which to decide which cards to target with balance changes.


Generative Design in Minecraft: Chronicle Challenge

arXiv.org Artificial Intelligence

We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem in computational creativity. In the base challenge, participants must generate new settlements that respond to and ideally interact with existing content in the world, such as the landscape or climate. The goal is to understand the underlying creative process, and to design better PCG systems. The Chronicle Challenge in particular focuses on the generation of a narrative based on the history of a generated settlement, expressed in natural language. We discuss the unique features of the Chronicle Challenge in comparison to other competitions, clarify the characteristics of a chronicle eligible for submission and describe the evaluation criteria. We furthermore draw on simulation-based approaches in computational storytelling as examples to how this challenge could be approached.


Leveling the Playing Field - Fairness in AI Versus Human Game Benchmarks

arXiv.org Artificial Intelligence

From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target been finally met for traditional tabletop games such as Backgammon, Chess and Go. Current research focus has shifted to electronic games, which provide unique challenges. As is often the case with AI research, these results are liable to be exaggerated or misrepresented by either authors or third parties. The extent to which these games benchmark consist of fair competition between human and AI is also a matter of debate. In this work, we review the statements made by authors and third parties in the general media and academic circle about these game benchmark results and discuss factors that can impact the perception of fairness in the contest between humans and machines


Games as Co-Creative Cooperative Systems

AAAI Conferences

Many modern creative industrial processes rely on the collaboration between multiple humans, assisted by one or more computational systems, in a complex environment. However, most traditional systems lack the adaptability required to contribute in a flexible, co-creative manner, instead executing a fixed set of tasks in a preset time schedule. We believe games, especially cooperative games offer an ideal platform to conduct research in co-creativity. We present our motivation, preliminary work and future goals to study, build and measure game-inspired co-creative AI systems.


Evolving Agents for the Hanabi 2018 CIG Competition

arXiv.org Artificial Intelligence

Abstract--Hanabi is a cooperative card game with hidden information that has won important awards in the industry and received some recent academic attention. A two-track competition of agents for the game will take place in the 2018 CIG conference. In this paper, we develop a genetic algorithm that builds rulebased agents by determining the best sequence of rules from a fixed rule set to use as strategy. In three separate experiments, we remove human assumptions regarding the ordering of rules, add new, more expressive rules to the rule set and independently evolve agents specialized at specific game sizes. As result, we achieve scores superior to previously published research for the mirror and mixed evaluation of agents. Game-playing agents have a long tradition of serving as benchmarks for AI research. However, traditionally most of the focus has been on competitive, perfect information games, such as Checkers [1], Chess [2] and Go [3]. Cooperative games with imperfect information provide an interesting research topic not only due to the added challenges posed to researchers, but also because many modern industrial and commercial applications can be characterized as examples of cooperation between humans and machines in order to achieve a mutual goal in an uncertain environment. In this paper, we address a particularly interesting cooperative game with partial information: Hanabi [4].


Towards Game-based Metrics for Computational Co-creativity

arXiv.org Artificial Intelligence

Abstract--We propose the following question: what gamelike interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value, surprise and interestingness. We review how these concepts are measured in current computational intelligence research and provide a mapping from modern electronic and tabletop games to open research problems in mixed-initiative systems and computational co-creativity. We propose application scenarios for future research, and a number of metrics under which the performance of cooperative agents in these environments will be evaluated. I. INTRODUCTION Designing intelligent agents characterized by a co-creative, cooperative behavior would mark a major breakthrough in the age of industrial man-machine interaction. Exchanging relevant information with suitable time frequency and enriching the partner (human or machine) with novel perspectives and solution strategies on the problem are key factors for desirable results (considering the value of the output and the effort required). Cooperative games offer the valuable opportunity to realize an interactive environment for developing and evaluating computational methods used by these agents. In this paper we review concepts and implementations of cooperative games in the light of their capability to impact development processes in (industrial) environments with co-evolution and co-creativity as important expressions for cooperation. Having a working definition of computational creativity, and how creative systems and their outputs are judged in terms of their value, novelty, interestingness, and surprise, will help us understand cooperatively creative agents and might help us build them as well. Computational creativity and AIassisted design are important application areas for computational intelligence techniques such as neural networks, reinforcement learning and evolutionary computation; further, the conceptualization of creativity as search in a design space fits well with design applications of evolutionary computation.