Statistical Tree-based Population Seeding for Rolling Horizon EAs in General Video Game Playing
August 30, 2020 ยท Declared Dead ยท ๐ arXiv.org
"No code URL or promise found in abstract"
Evidence collected by the PWNC Scanner
Authors
Edgar Galvรกn, Oxana Gorshkova, Peter Mooney, Fred Valdez Ameneyro, Erik Cuevas
arXiv ID
2008.13253
Category
cs.NE: Neural & Evolutionary
Citations
2
Venue
arXiv.org
Last Checked
4 months ago
Abstract
Multiple Artificial Intelligence (AI) methods have been proposed over recent years to create controllers to play multiple video games of different nature and complexity without revealing the specific mechanics of each of these games to the AI methods. In recent years, Evolutionary Algorithms (EAs) employing rolling horizon mechanisms have achieved extraordinary results in these type of problems. However, some limitations are present in Rolling Horizon EAs making it a grand challenge of AI. These limitations include the wasteful mechanism of creating a population and evolving it over a fraction of a second to propose an action to be executed by the game agent. Another limitation is to use a scalar value (fitness value) to direct evolutionary search instead of accounting for a mechanism that informs us how a particular agent behaves during the rolling horizon simulation. In this work, we address both of these issues. We introduce the use of a statistical tree that tackles the latter limitation. Furthermore, we tackle the former limitation by employing a mechanism that allows us to seed part of the population using Monte Carlo Tree Search, a method that has dominated multiple General Video Game AI competitions. We show how the proposed novel mechanism, called Statistical Tree-based Population Seeding, achieves better results compared to vanilla Rolling Horizon EAs in a set of 20 games, including 10 stochastic and 10 deterministic games.
Community Contributions
Found the code? Know the venue? Think something is wrong? Let us know!
๐ Similar Papers
In the same crypt โ Neural & Evolutionary
๐ฎ
๐ฎ
The Ethereal
R.I.P.
๐ป
Ghosted
Deep Learning using Rectified Linear Units (ReLU)
R.I.P.
๐ป
Ghosted
Generative Adversarial Text to Image Synthesis
R.I.P.
๐ป
Ghosted
Regularized Evolution for Image Classifier Architecture Search
R.I.P.
๐ป
Ghosted
Temporal Ensembling for Semi-Supervised Learning
๐
๐
Old Age
Learning Structured Sparsity in Deep Neural Networks
Died the same way โ ๐ป Ghosted
R.I.P.
๐ป
Ghosted
Federated Learning: Strategies for Improving Communication Efficiency
R.I.P.
๐ป
Ghosted
In-Datacenter Performance Analysis of a Tensor Processing Unit
R.I.P.
๐ป
Ghosted
Deep Convolutional Neural Networks for Computer-Aided Detection: CNN Architectures, Dataset Characteristics and Transfer Learning
R.I.P.
๐ป
Ghosted