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Discovering Agents

arXiv.org Artificial Intelligence

Causal models of agents have been used to analyse the safety aspects of machine learning systems. But identifying agents is non-trivial -- often the causal model is just assumed by the modeler without much justification -- and modelling failures can lead to mistakes in the safety analysis. This paper proposes the first formal causal definition of agents -- roughly that agents are systems that would adapt their policy if their actions influenced the world in a different way. From this we derive the first causal discovery algorithm for discovering agents from empirical data, and give algorithms for translating between causal models and game-theoretic influence diagrams. We demonstrate our approach by resolving some previous confusions caused by incorrect causal modelling of agents.


Conceptual Game Expansion

arXiv.org Artificial Intelligence

Automated game design is the problem of automatically producing games through computational processes. Traditionally these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for the system to author. In this paper we instead learn representations of existing games and use these to approximate a search space of novel games. In a human subject study we demonstrate that these novel games are indistinguishable from human games for certain measures.


How Artificial Intelligence Could Help Video Gamers Create the Exact Games They Want to Play

TIME - Tech

For video game fans, the concept of artificial intelligence (AI) is just as familiar as extra lives, respawns, and end bosses. Gamers have spent decades going up against computer-controlled opponents, whether a Pong paddle trying to prevent them from scoring a point or Bowser trying to stop Mario from rescuing Princess Peach. But recent developments in AI are pushing the gaming field even further, as researchers develop algorithms that can help fans make exciting new titles on their own. The history of AI and that of gaming are inexorably intertwined. Early AI researchers saw games like chess as markers of intelligence, and thus perfect testing grounds for their work.


Automated Game Design via Conceptual Expansion

arXiv.org Artificial Intelligence

Automated game design has remained a key challenge within the field of Game AI. In this paper, we introduce a method for recombining existing games to create new games through a process called conceptual expansion. Prior automated game design approaches have relied on hand-authored or crowd-sourced knowledge, which limits the scope and applications of such systems. Our approach instead relies on machine learning to learn approximate representations of games. Our approach recombines knowledge from these learned representations to create new games via conceptual expansion. We evaluate this approach by demonstrating the ability for the system to recreate existing games. To the best of our knowledge, this represents the first machine learning-based automated game design system.


Algorithms and Conditional Lower Bounds for Planning Problems

arXiv.org Artificial Intelligence

We consider planning problems for graphs, Markov decision processes (MDPs), and games on graphs. While graphs represent the most basic planning model, MDPs represent interaction with nature and games on graphs represent interaction with an adversarial environment. We consider two planning problems where there are k different target sets, and the problems are as follows: (a) the coverage problem asks whether there is a plan for each individual target set; and (b) the sequential target reachability problem asks whether the targets can be reached in sequence. For the coverage problem, we present a linear-time algorithm for graphs, and quadratic conditional lower bound for MDPs and games on graphs. For the sequential target problem, we present a linear-time algorithm for graphs, a sub-quadratic algorithm for MDPs, and a quadratic conditional lower bound for games on graphs. Our results with conditional lower bounds establish (i) modelseparation results showing that for the coverage problem MDPs and games on graphs are harder than graphs, and for the sequential reachability problem games on graphs are harder than MDPs and graphs; and (ii) objective-separation results showing that for MDPs the coverage problem is harder than the sequential target problem.