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 Sturtevant, Nathan


Evaluating the Effects of AI Directors for Quest Selection

arXiv.org Artificial Intelligence

Modern commercial games are designed for mass appeal, not for individual players, but there is a unique opportunity in video games to better fit the individual through adapting game elements. In this paper, we focus on AI Directors, systems which can dynamically modify a game, that personalize the player experience to match the player's preference. In the past, some AI Director studies have provided inconclusive results, so their effect on player experience is not clear. We take three AI Directors and directly compare them in a human subject study to test their effectiveness on quest selection. Our results show that a non-random AI Director provides a better player experience than a random AI Director.


The Impact of Visualizing Design Gradients for Human Designers

arXiv.org Artificial Intelligence

Mixed-initiative Procedural Content Generation (PCG) refers to tools or systems in which a human designer works with an algorithm to produce game content. This area of research remains relatively under-explored, with the majority of mixed-initiative PCG level design systems using a common set of search-based PCG algorithms. In this paper, we introduce a mixed-initiative tool employing Exhaustive PCG (EPCG) for puzzle level design to further explore mixed-initiative PCG. We run an online human subject study in which individuals use the tool with an EPCG component turned on or off. Our analysis of the results demonstrates that, although a majority of users did not prefer the tool, it made the level design process significantly easier, and that the tool impacted the subjects' design process. This paper describes the study results and draws lessons for mixed-initiative PCG tool design.


A Guide to Budgeted Tree Search

AAAI Conferences

Budgeted Tree Search (BTS), a variant of Iterative Budgeted Exponential Search, is a new algorithm that has the same performance as IDA* on problems where the state space grows exponentially, but has far better performance than IDA* in other cases where IDA* fails. The goal of this paper is to provide a detailed guide to BTS with worked examples to make the algorithm more accessible to practitioners in heuristic search.


Multi-Directional Search

AAAI Conferences

In the Multi-Agent Meeting (MAM) problem, the task is to find a meeting location for multiple agents, as well as a path for each agent to that location. In this paper, we introduce MM*, a Multi-Directional Search algorithm that finds the optimal meeting location under different cost functions. MM* generalizes the Meet in the Middle (MM) bidirectional search algorithm to the case of finding optimal meeting locations for multiple agents. A number of admissible heuristics are proposed and experiments demonstrate the benefits of MM*.


Multi-Agent Pathfinding: Definitions, Variants, and Benchmarks

arXiv.org Artificial Intelligence

The MAPF problem is the fundamental problem of planning paths for multiple agents, where the key constraint is that the agents will be able to follow these paths concurrently without colliding with each other. Applications of MAPF include automated warehouses and autonomous vehicles. Research on MAPF has been flourishing in the past couple of years. Different MAPF research papers make different assumptions, e.g., whether agents can traverse the same road at the same time, and have different objective functions, e.g., minimize makespan or sum of agents' actions costs. These assumptions and objectives are sometimes implicitly assumed or described informally. This makes it difficult to establish appropriate baselines for comparison in research papers, as well as making it difficult for practitioners to find the papers relevant to their concrete application. This paper aims to fill this gap and support researchers and practitioners by providing a unifying terminology for describing common MAPF assumptions and objectives. In addition, we also provide pointers to two MAPF benchmarks. In particular, we introduce a new grid-based benchmark for MAPF, and demonstrate experimentally that it poses a challenge to contemporary MAPF algorithms.


Exponential-Binary State-Space Search

arXiv.org Artificial Intelligence

Iterative deepening search is used in applications where the best cost bound for state-space search is unknown. The iterative deepening process is used to avoid overshooting the appropriate cost bound and doing too much work as a result. However, iterative deepening search also does too much work if the cost bound grows too slowly. This paper proposes a new framework for iterative deepening search called exponential-binary state-space search. The approach interleaves exponential and binary searches to find the desired cost bound, reducing the worst-case overhead from polynomial to logarithmic. Exponential-binary search can be used with bounded depth-first search to improve the worst-case performance of IDA* and with breadth-first heuristic search to improve the worst-case performance of search with inconsistent heuristics.


Reports of the Workshops of the Thirty-First AAAI Conference on Artificial Intelligence

AI Magazine

Reports of the Workshops of the Thirty-First AAAI Conference on Artificial Intelligence


Reports of the Workshops of the Thirty-First AAAI Conference on Artificial Intelligence

AI Magazine

The AAAI-17 workshop program included 17 workshops covering a wide range of topics in AI. Workshops were held Sunday and Monday, February 4-5, 2017 at the Hilton San Francisco Union Square in San Francisco, California, USA. This report contains summaries of 12 of the workshops, and brief abstracts of the remaining 5


Deep Static and Dynamic Level Analysis: A Study on Infinite Mario

AAAI Conferences

Automatic analysis of game levels can provide as- sistance to game designers and procedural content generation. We introduce a static-dynamic scale to categorize level analysis strategies, which captures the extent that the analysis depends on player simulation. Due to its ability to automatically learn intermediate representations for the task, a convolutional neural network (CNN) provides a general tool for both types of analysis. In this paper, we explore the use of CNN to analyze 1,437 Infinite Mario levels. We further propose a deep reinforcement learning technique for dynamic analysis, which allows the simulated player to pay a penalty to reduce error in its control. We empirically demonstrate the effectiveness of our techniques and complementarity of dynamic and static analysis.


Exponential Deepening A* for Real-Time Agent-Centered Search

AAAI Conferences

In the Real-Time Agent-Centered Search (RTACS) problem,an agent has to arrive at a goal location while acting and reasoningin the physical world. Traditionally, RTACS problemsare solved by propagating and updating heuristic values ofstates visited by the agent. In existing RTACS algorithms theagent may revisit each state many times causing the entireprocedure to be quadratic in the state space. We study theIterative Deepening (ID) approach for solving RTACS andintroduce Exponential Deepening A* (EDA*), an RTACS algorithmwhere the threshold between successive Depth-Firstcalls is increased exponentially. EDA* is proven to hold aworst case bound that is linear in the state space. Experimentalresults supporting this bound are presented and demonstrateup to 10x reduction over existing RTACS solvers wrtdistance traveled, states expanded and CPU runtime.