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 computational intelligence and ai


Generalized Proof-Number Monte-Carlo Tree Search

Kowalski, Jakub, Soemers, Dennis J. N. J., Kosakowski, Szymon, Winands, Mark H. M.

arXiv.org Artificial Intelligence

This paper presents Generalized Proof-Number Monte-Carlo Tree Search: a generalization of recently proposed combinations of Proof-Number Search (PNS) with Monte-Carlo Tree Search (MCTS), which use (dis)proof numbers to bias UCB1-based Selection strategies towards parts of the search that are expected to be easily (dis)proven. We propose three core modifications of prior combinations of PNS with MCTS. First, we track proof numbers per player. This reduces code complexity in the sense that we no longer need disproof numbers, and generalizes the technique to be applicable to games with more than two players. Second, we propose and extensively evaluate different methods of using proof numbers to bias the selection strategy, achieving strong performance with strategies that are simpler to implement and compute. Third, we merge our technique with Score Bounded MCTS, enabling the algorithm to prove and leverage upper and lower bounds on scores - as opposed to only proving wins or not-wins. Experiments demonstrate substantial performance increases, reaching the range of 80% for 8 out of the 11 tested board games.


Monte Carlo Tree Search: A Review of Recent Modifications and Applications

Świechowski, Maciej, Godlewski, Konrad, Sawicki, Bartosz, Mańdziuk, Jacek

arXiv.org Artificial Intelligence

Monte Carlo Tree Search (MCTS) is a decision-making algorithm that consists in searching large combinatorial spaces represented by trees. In such trees, nodes denote states, also referred to as configurations of the problem, whereas edges denote transitions (actions) from one state to another. MCTS has been originally proposed in the work by Kocsis and Szepesvári (2006) and by Coulom (2006), as an algorithm for making computer players in Go. It was quickly called a major breakthrough (Gelly et al., 2012) as it allowed for a leap from 14 kyu, which is an average amateur level, to 5 dan, which is considered an advanced level but not professional yet. Before MCTS, bots for combinatorial games had been using various modifications of the min-max alpha-beta pruning algorithm (Junghanns, 1998) such as MTD(f) (Plaat, 2014) and hand-crafted heuristics. In contrast to them, MCTS algorithm is at its core aheuristic, which means that no additional knowledge is required other than just rules of a game (or a problem, generally speaking). However, it is possible to take advantage of heuristics and include them in the MCTS approach to make it more efficient and improve its convergence. Moreover, the given problem often tends to be so complex, from the combinatorial point of view, that some form of external help, e.g.


The Design Of "Stratega": A General Strategy Games Framework

Perez-Liebana, Diego, Dockhorn, Alexander, Grueso, Jorge Hurtado, Jeurissen, Dominik

arXiv.org Artificial Intelligence

Stratega, a general strategy games framework, has been designed to foster research on computational intelligence for strategy games. In contrast to other strategy game frameworks, Stratega allows to create a wide variety of turn-based and real-time strategy games using a common API for agent development. While the current version supports the development of turn-based strategy games and agents, we will add support for real-time strategy games in future updates. Flexibility is achieved by utilising YAML-files to configure tiles, units, actions, and levels. Therefore, the user can design and run a variety of games to test developed agents without specifically adjusting it to the game being generated. The framework has been built with a focus of statistical forward planning (SFP) agents. For this purpose, agents can access and modify game-states and use the forward model to simulate the outcome of their actions. While SFP agents have shown great flexibility in general game-playing, their performance is limited in case of complex state and action-spaces. Finally, we hope that the development of this framework and its respective agents helps to better understand the complex decision-making process in strategy games. Stratega can be downloaded at: https://github.research.its.qmul.ac.uk/eecsgameai/Stratega


Procedural Content Generation: From Automatically Generating Game Levels to Increasing Generality in Machine Learning

Risi, Sebastian, Togelius, Julian

arXiv.org Artificial Intelligence

The idea behind procedural content generation (PCG) in games is to create content automatically, using algorithms, instead of relying on user-designed content. While PCG approaches have traditionally focused on creating content for video games, they are now being applied to all kinds of virtual environments, thereby enabling training of machine learning systems that are significantly more general. For example, PCG's ability to generate never-ending streams of new levels has allowed DeepMind's Capture the Flag agent to reach beyond human-level-performance. Additionally, PCG-inspired methods such as domain randomization enabled OpenAI's robot arm to learn to manipulate objects with unprecedented dexterity. Level generation in 2D arcade games has also illuminated some shortcomings of standard deep RL methods, suggesting potential ways to train more general policies. This Review looks at key aspect of PCG approaches, including its ability to (1) enable new video games (such as No Man's Sky), (2) create open-ended learning environments, (3) combat overfitting in supervised and reinforcement learning tasks, and (4) create better benchmarks that could ultimately spur the development of better learning algorithms. We hope this article can introduce the broader machine learning community to PCG, which we believe will be a critical tool in creating a more general machine intelligence.


Monte-Carlo Tree Search for Simulation-based Strategy Analysis

Zook, Alexander, Harrison, Brent, Riedl, Mark O.

arXiv.org Artificial Intelligence

Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be time-consuming and of limited effectiveness in exhausting the space of possible behaviors. In this paper, we propose the use of automated planning agents to simulate humans of varying skill levels to generate game playthroughs. Metrics can then be gathered from these playthroughs to evaluate the current game design and identify its potential flaws. We demonstrate this technique in two games: the popular word game Scrabble and a collectible card game of our own design named Cardonomicon. Using these case studies, we show how using simulated agents to model humans of varying skill levels allows us to extract metrics to describe game balance (in the case of Scrabble) and highlight potential design flaws (in the case of Cardonomicon).


Two-step Constructive Approaches for Dungeon Generation

Green, Michael Cerny, Khalifa, Ahmed, Alsoughayer, Athoug, Surana, Divyesh, Liapis, Antonios, Togelius, Julian

arXiv.org Artificial Intelligence

This paper presents a two-step generative approach for creating While research on level generation focuses on level generators dungeons in the rogue-like puzzle game MiniDungeons 2. Generation based on stochastic search [14], constraint solving [11, 12], or machine is split into two steps, initially producing the architectural learning [13], level generation in published games is mostly layout of the level as its walls and floor tiles, and then furnishing it carried out via constructive algorithms. Unlike generate-and-test with game objects representing the player's start and goal position, processes, constructive generators do not evaluate and regenerate challenges and rewards. Three layout creators and three furnishers output; for example, cellular automata and grammars can be used are introduced in this paper, which can be combined in different for constructive generation, as well as more freeform approaches ways in the two-step generative process for producing diverse dungeons such as diggers [10]. Such generators are computationally lightweight levels. Layout creators generate the floors and walls of a level, since they do not evaluate their generated output. This while furnishers populate it with monsters, traps, and treasures.


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

Canaan, Rodrigo, Salge, Christoph, Togelius, Julian, Nealen, Andy

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


Let CONAN tell you a story: Procedural quest generation

Breault, Vincent, Ouellet, Sebastien, Davies, Jim

arXiv.org Artificial Intelligence

Abstract--This work proposes an engine for the Creation Of Novel Adventure Narrative (CONAN), which is a procedural quest generator. It uses a planning approach to story generation. The engine is tested on its ability to create quests, which are sets of actions that must be performed in order to achieve a certain goal, usually for a reward. The engine takes in a world description represented as a set of facts, including characters, locations, and items, and generates quests according to the state of the world and the preferences of the characters. We evaluate quests through the classification of the motivations behind the quests, based on the sequences of actions required to complete the quests. We also compare different world descriptions and analyze the difference in motivations for the quests produced by the engine. Compared against human structural quest analysis, the current engine was found to be able to replicate the quest structures found in commercial video game quests. The creation of media content has always been the domain of humans, be it for movies, music or video games. With advancement in computer technology and research, the creation of such content has seen a slight shift from the human authored to automatic computer generation. Using algorithms to procedurally create media can effectively alleviate some of the burden from artists when creating a new piece. A. Procedural Generation in Games Procedural Content Generation for Games (PCG-G) is the use of computers algorithms to generate game content, determine if it is interesting, and select the best ones on behalf of the players.[1] This type of generation becomes quite useful when trying to produce content for an industry that is more and more demanding in terms of content [1]. For instance, in the current market, game development costs are extremely high as the demand for highly complex games requires the work of many artists and many hours to be met. For instance, the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft has a total of 30,000 items, 5,300 creatures with which to interact and 7600 quests and has an estimated budget of twenty to one hundred and fifty million dollars for a single game [1].


Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms

Świechowski, Maciej, Tajmajer, Tomasz, Janusz, Andrzej

arXiv.org Artificial Intelligence

We investigate the impact of supervised prediction models on the strength and efficiency of artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular video game Hearthstone: Heroes of Warcraft. We overview our custom implementation of the MCTS that is well-suited for games with partially hidden information and random effects. We also describe experiments which we designed to quantify the performance of our Hearthstone agent's decision making. We show that even simple neural networks can be trained and successfully used for the evaluation of game states. Moreover, we demonstrate that by providing a guidance to the game state search heuristic, it is possible to substantially improve the win rate, and at the same time reduce the required computations.


Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning

Glavin, Frank G., Madden, Michael G.

arXiv.org Artificial Intelligence

In current state-of-the-art commercial first person shooter games, computer controlled bots, also known as non player characters, can often be easily distinguishable from those controlled by humans. Tell-tale signs such as failed navigation, "sixth sense" knowledge of human players' whereabouts and deterministic, scripted behaviors are some of the causes of this. We propose, however, that one of the biggest indicators of non humanlike behavior in these games can be found in the weapon shooting capability of the bot. Consistently perfect accuracy and "locking on" to opponents in their visual field from any distance are indicative capabilities of bots that are not found in human players. Traditionally, the bot is handicapped in some way with either a timed reaction delay or a random perturbation to its aim, which doesn't adapt or improve its technique over time. We hypothesize that enabling the bot to learn the skill of shooting through trial and error, in the same way a human player learns, will lead to greater variation in game-play and produce less predictable non player characters. This paper describes a reinforcement learning shooting mechanism for adapting shooting over time based on a dynamic reward signal from the amount of damage caused to opponents.