The N-Tuple Bandit Evolutionary Algorithm for Automatic Game Improvement
March 18, 2017 Β· Declared Dead Β· π IEEE Congress on Evolutionary Computation
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Authors
Kamolwan Kunanusont, Raluca D. Gaina, Jialin Liu, Diego Perez-Liebana, Simon M. Lucas
arXiv ID
1705.01080
Category
cs.AI: Artificial Intelligence
Citations
44
Venue
IEEE Congress on Evolutionary Computation
Last Checked
4 months ago
Abstract
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the game's quality. Some of best agents for this purpose are General Video Game AI agents, since they can be deployed directly on a new game without game-specific tuning; these agents tend to be based on stochastic algorithms which give robust but noisy results and tend to be expensive to run. This motivates the main contribution of the paper: the development of the novel N-Tuple Bandit Evolutionary Algorithm, where a model is used to estimate the fitness of unsampled points and a bandit approach is used to balance exploration and exploitation of the search space. Initial results on optimising a Space Battle game variant suggest that the algorithm offers far more robust results than the Random Mutation Hill Climber and a Biased Mutation variant, which are themselves known to offer competitive performance across a range of problems. Subjective observations are also given by human players on the nature of the evolved games, which indicate a preference towards games generated by the N-Tuple algorithm.
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