player type
Closing the Affective Loop via Experience-Driven Reinforcement Learning Designers
Barthet, Matthew, Branco, Diogo, Gallotta, Roberto, Khalifa, Ahmed, Yannakakis, Georgios N.
Abstract--Autonomously tailoring content to a set of predetermined affective patterns has long been considered the holy grail of affect-aware human-computer interaction at large. In this paper, we propose a novel reinforcement learning (RL) framework for generating affecttailored content, and we test it in the domain of racing games. Specifically, the experience-driven RL (EDRL) framework is given a target arousal trace, and it then generates a racetrack that elicits the desired affective responses for a particular type of player. EDRL leverages a reward function that assesses the affective pattern of any generated racetrack from a corpus of arousal traces. Our findings suggest that EDRL can accurately generate affect-driven racing game levels according to a designer's style and outperforms search-based methods for personalised content generation. The method is not only directly applicable to game content generation tasks but also employable broadly to any domain that uses content for affective adaptation. Two examples of maximally and minimally arousing tracks generated by EDRL for the Solid Rally racing game.
- North America > Canada > Quebec > Montreal (0.14)
- North America > United States > New York > New York County > New York City (0.04)
- Europe > Portugal (0.04)
- Europe > Middle East > Malta > Eastern Region > Northern Harbour District > Msida (0.04)
- Information Technology > Artificial Intelligence > Natural Language (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Evolutionary Systems (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Search (0.66)
Dynamics of Moral Behavior in Heterogeneous Populations of Learning Agents
Tennant, Elizaveta, Hailes, Stephen, Musolesi, Mirco
Growing concerns about safety and alignment of AI systems highlight the importance of embedding moral capabilities in artificial agents. A promising solution is the use of learning from experience, i.e., Reinforcement Learning. In multi-agent (social) environments, complex population-level phenomena may emerge from interactions between individual learning agents. Many of the existing studies rely on simulated social dilemma environments to study the interactions of independent learning agents. However, they tend to ignore the moral heterogeneity that is likely to be present in societies of agents in practice. For example, at different points in time a single learning agent may face opponents who are consequentialist (i.e., caring about maximizing some outcome over time) or norm-based (i.e., focusing on conforming to a specific norm here and now). The extent to which agents' co-development may be impacted by such moral heterogeneity in populations is not well understood. In this paper, we present a study of the learning dynamics of morally heterogeneous populations interacting in a social dilemma setting. Using a Prisoner's Dilemma environment with a partner selection mechanism, we investigate the extent to which the prevalence of diverse moral agents in populations affects individual agents' learning behaviors and emergent population-level outcomes. We observe several types of non-trivial interactions between pro-social and anti-social agents, and find that certain classes of moral agents are able to steer selfish agents towards more cooperative behavior.
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- Europe > United Kingdom > England > Oxfordshire > Oxford (0.04)
- North America > United States > New York (0.04)
Zero-Shot Reasoning: Personalized Content Generation Without the Cold Start Problem
Procedural content generation uses algorithmic techniques to create large amounts of new content for games at much lower production costs. In newer approaches, procedural content generation utilizes machine learning. However, these methods usually require expensive collection of large amounts of data, as well as the development and training of fairly complex learning models, which can be both extremely time-consuming and expensive. The core of our research is to explore whether we can lower the barrier to the use of personalized procedural content generation through a more practical and generalizable approach with large language models. Matching game content with player preferences benefits both players, who enjoy the game more, and developers, who increasingly depend on players enjoying the game before being able to monetize it. Therefore, this paper presents a novel approach to achieving personalization by using large language models to propose levels based on the gameplay data continuously collected from individual players. We compared the levels generated using our approach with levels generated with more traditional procedural generation techniques. Our easily reproducible method has proven viable in a production setting and outperformed levels generated by traditional methods in the probability that a player will not quit the game mid-level.
- Europe > Slovenia > Central Slovenia > Municipality of Ljubljana > Ljubljana (0.04)
- North America > United States > New York > New York County > New York City (0.04)
- North America > Canada > Ontario > Toronto (0.04)
- Europe > Finland > Pirkanmaa > Tampere (0.04)
- Research Report > Experimental Study (0.46)
- Research Report > New Finding (0.46)
- Research Report > Promising Solution (0.34)
Fixing a Balanced Knockout Tournament
Aziz, Haris (NICTA and UNSW) | Gaspers, Serge (NICTA and UNSW) | Mackenzie, Simon (NICTA and UNSW) | Mattei, Nicholas (NICTA and UNSW) | Stursberg, Paul (TU Munich) | Walsh, Toby (NICTA and UNSW)
Balanced knockout tournaments are one of the most common formats for sports competitions, and are also used in elections and decision-making. We consider the computational problem of finding the optimal draw for a particular player in such a tournament. The problem has generated considerable research within AI in recent years. We prove that checking whether there exists a draw in which a player wins is NP-complete, thereby settling an outstanding open problem. Our main result has a number of interesting implications on related counting and approximation problems. We present a memoization-based algorithm for the problem that is faster than previous approaches. Moreover, we highlight two natural cases that can be solved in polynomial time. All of our results also hold for the more general problem of counting the number of draws in which a given player is the winner.
- Oceania > Australia > New South Wales > Sydney (0.04)
- Europe > United Kingdom > England > Greater London > London > Wimbledon (0.04)
- North America > United States > Texas (0.04)
- Europe > Germany > North Rhine-Westphalia > Upper Bavaria > Munich (0.04)
Generalised Fictitious Play for a Continuum of Anonymous Players
Rabinovich, Zinovi (University of Southampton) | Gerding, Enrico (University of Southampton) | Polukarov, Maria (University of Southampton) | Jennings, Nicholas R. (University of Southampton)
Recently, efficient approximation algorithms for finding Nash equilibria have been developed for the interesting class of anonymous games , where a player's utility does not depend on the identity of its opponents. In this paper, we tackle the problem of computing equilibria in such games with continuous player types , extending the framework to encompass settings with imperfect information. In particular, given the existence result for pure Bayes-Nash equilibiria in these games, we generalise the fictitious play algorithm by developing a novel procedure for finding a best response strategy, which is specifically designed to deal with continuous and, therefore, infinite type spaces. We then combine the best response computation with the general fictitious play structure to obtain an equilibrium. To illustrate the power of this approach, we apply our algorithm to the domain of simultaneous auctions with continuous private values and discrete bids, in which the algorithm shows quick convergence.
- Asia > Middle East > Jordan (0.04)
- Europe > United Kingdom (0.04)