Evolving Game Skill-Depth using General Video Game AI Agents
March 18, 2017 Β· Declared Dead Β· π IEEE Congress on Evolutionary Computation
"No code URL or promise found in abstract"
Evidence collected by the PWNC Scanner
Authors
Jialin Liu, Julian Togelius, Diego Perez-Liebana, Simon M. Lucas
arXiv ID
1703.06275
Category
cs.AI: Artificial Intelligence
Citations
33
Venue
IEEE Congress on Evolutionary Computation
Last Checked
4 months ago
Abstract
Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise.
Community Contributions
Found the code? Know the venue? Think something is wrong? Let us know!
π Similar Papers
In the same crypt β Artificial Intelligence
π
π
The Cartographer
R.I.P.
π»
Ghosted
Explanation in Artificial Intelligence: Insights from the Social Sciences
R.I.P.
π»
Ghosted
Federated Machine Learning: Concept and Applications
R.I.P.
π»
Ghosted
Counterfactual Explanations without Opening the Black Box: Automated Decisions and the GDPR
R.I.P.
π»
Ghosted
DeepAR: Probabilistic Forecasting with Autoregressive Recurrent Networks
R.I.P.
π»
Ghosted
Rainbow: Combining Improvements in Deep Reinforcement Learning
Died the same way β π» Ghosted
R.I.P.
π»
Ghosted
Federated Learning: Strategies for Improving Communication Efficiency
R.I.P.
π»
Ghosted
In-Datacenter Performance Analysis of a Tensor Processing Unit
R.I.P.
π»
Ghosted
Deep Convolutional Neural Networks for Computer-Aided Detection: CNN Architectures, Dataset Characteristics and Transfer Learning
R.I.P.
π»
Ghosted