Approximate Universal Artificial Intelligence and Self-Play Learning

Total Page:16

File Type:pdf, Size:1020Kb

Approximate Universal Artificial Intelligence and Self-Play Learning APPROXIMATEUNIVERSALARTIFICIAL INTELLIGENCE AND SELF-PLAY LEARNING FORGAMES Doctor of Philosophy Dissertation School of Computer Science and Engineering joel veness supervisors Kee Siong Ng Marcus Hutter Alan Blair William Uther John Lloyd January 2011 Joel Veness: Approximate Universal Artificial Intelligence and Self-play Learning for Games, Doctor of Philosophy Disserta- tion, © January 2011 When we write programs that learn, it turns out that we do and they don’t. — Alan Perlis ABSTRACT This thesis is split into two independent parts. The first is an investigation of some practical aspects of Marcus Hutter’s Uni- versal Artificial Intelligence theory [29]. The main contributions are to show how a very general agent can be built and analysed using the mathematical tools of this theory. Before the work presented in this thesis, it was an open question as to whether this theory was of any relevance to reinforcement learning practitioners. This work suggests that it is indeed relevant and worthy of future investigation. The second part of this thesis looks at self-play learning in two player, determin- istic, adversarial turn-based games. The main contribution is the introduction of a new technique for training the weights of a heuristic evaluation function from data collected by classical game tree search algorithms. This method is shown to outperform previous self-play training routines based on Temporal Difference learning when applied to the game of Chess. In particular, the main highlight was using this technique to construct a Chess program that learnt to play master level Chess by tuning a set of initially random weights from self play games. iii PUBLICATIONS A significant portion of the technical content of this thesis has been previously published at leading international Artificial Intelligence conferences and peer- reviewed journals. The relevant material for Part I includes: • Reinforcement Learning via AIXI Approximation,[82] Joel Veness, Kee Siong Ng, Marcus Hutter, David Silver Association for the Advancement of Artificial Intelligence (AAAI), 2010. • A Monte-Carlo AIXI Approximation,[83] Joel Veness, Kee Siong Ng, Marcus Hutter, William Uther, David Silver Journal of Artificial Intelligence Research (JAIR), 2010. The relevant material for Part II includes: • Bootstrapping from Game Tree Search [81] Joel Veness, David Silver, Will Uther, Alan Blair Neural Information Processing Systems (NIPS), 2009. v We should not only use the brains we have, but all that we can borrow. — Woodrow Wilson ACKNOWLEDGMENTS Special thanks to Kee Siong for all his time, dedication and encouragement. This work would not have been possible without him. Thanks to Marcus for having the courage to both write his revolutionary book and take me on late as a PhD student. Thanks to Alan, John and Will for many helpful discussions and suggestions. Finally, a collective thanks to all of my supervisors for letting me pursue my own interests. Thankyou to UNSW and NICTA for the financial support that allowed me to write this thesis and attend a number of overseas conferences. Thankyou to Peter Cheeseman for giving me my first artificial intelligence job. Thanks to my external collaborators, in particular David Silver and Shane Legg. Thankyou to Michael Bowling and the University of Alberta for letting me finish my thesis on campus. Thankyou to the external examiners for their constructive feedback. Thankyou to the international cricket community for years of entertainment. Thankyou to the few primary, secondary and university teachers who kept me interested. Thankyou to the science fiction community for being a significant source of inspiration, in particular Philip K. Dick, Ursula Le Guin, Frederik Pohl, Robert Heinlein and Vernor Vinge. Thankyou to my family, and in particular my mother, who in spite of significant setbacks managed to ultimately do a good job. Thankyou to my friends for all the good times. Thankyou to my fiancée Felicity for her love and support. Finally, thanks to everyone who gave a word or two of encouragement along the way. vii DECLARATION I hereby declare that this submission is my own work and to the best of my knowl- edge it contains no materials previously published or written by another person, or substantial proportions of material which have been accepted for the award of any other degree or diploma at UNSW or any other educational institution, except where due acknowledgment is made in the thesis. Any contribution made to the research by others, with whom I have worked at UNSW or elsewhere, is explicitly acknowledged in the thesis. I also declare that the intellectual content of this thesis is the product of my own work, except to the extent that assistance from others in the project’s design and conception or in style, presentation and linguistic expression is acknowledged. Joel Veness CONTENTS i approximate universal artificial intelligence1 1 reinforcement learning via aixi approximation 3 1.1 Overview 3 1.2 Introduction 4 1.2.1 The General Reinforcement Learning Problem 4 1.2.2 The AIXI Agent 5 1.2.3 AIXI as a Principle 6 1.2.4 Approximating AIXI 6 1.3 The Agent Setting 7 1.3.1 Agent Setting 7 1.3.2 Reward, Policy and Value Functions 8 1.4 Bayesian Agents 10 1.4.1 Prediction with a Mixture Environment Model 11 1.4.2 Theoretical Properties 12 1.4.3 AIXI: The Universal Bayesian Agent 14 1.4.4 Direct AIXI Approximation 14 2 expectimax approximation 16 2.1 Background 16 2.2 Overview 17 2.3 Action Selection at Decision Nodes 19 2.4 Chance Nodes 20 2.5 Estimating Future Reward at Leaf Nodes 21 2.6 Reward Backup 21 2.7 Pseudocode 22 xi xii contents 2.8 Consistency of ρUCT 25 2.9 Parallel Implementation of ρUCT 25 3 model class approximation 26 3.1 Context Tree Weighting 26 3.1.1 Krichevsky-Trofimov Estimator 27 3.1.2 Prediction Suffix Trees 28 3.1.3 Action-conditional PST 30 3.1.4 A Prior on Models of PSTs 31 3.1.5 Context Trees 32 3.1.6 Weighted Probabilities 34 3.1.7 Action Conditional CTW as a Mixture Environment Model 35 3.2 Incorporating Type Information 36 3.3 Convergence to the True Environment 38 3.4 Summary 41 3.5 Relationship to AIXI 42 4 putting it all together 43 4.1 Convergence of Value 43 4.2 Convergence to Optimal Policy 45 4.3 Computational Properties 48 4.4 Efficient Combination of FAC-CTW with ρUCT 48 4.5 Exploration/Exploitation in Practice 49 4.6 Top-level Algorithm 50 5 results 51 5.1 Empirical Results 51 5.1.1 Domains 51 5.1.2 Experimental Setup 57 5.1.3 Results 61 contents xiii 5.1.4 Discussion 64 5.1.5 Comparison to 1-ply Rollout Planning 65 5.1.6 Performance on a Challenging Domain 67 5.2 Discussion 69 5.2.1 Related Work 69 5.2.2 Limitations 71 6 future work 73 6.1 Future Scalability 73 6.1.1 Online Learning of Rollout Policies for ρUCT 73 6.1.2 Combining Mixture Environment Models 75 6.1.3 Richer Notions of Context for FAC-CTW 75 6.1.4 Incorporating CTW Extensions 76 6.1.5 Parallelization of ρUCT 77 6.1.6 Predicting at Multiple Levels of Abstraction 77 6.2 Conclusion 77 6.3 Closing Remarks 78 ii learning from self-play using game tree search 79 7 bootstrapping from game tree search 81 7.1 Overview 81 7.2 Introduction 82 7.3 Background 83 7.4 Minimax Search Bootstrapping 86 7.5 Alpha-Beta Search Bootstrapping 88 7.5.1 Updating Parameters in TreeStrap(αβ) 90 7.5.2 The TreeStrap(αβ) algorithm 90 7.6 Learning Chess Program 91 7.7 Experimental Results 92 7.7.1 Relative Performance Evaluation 93 xiv contents 7.7.2 Evaluation by Internet Play 95 7.8 Conclusion 97 bibliography 99 LISTOFFIGURES Figure 1 A ρUCT search tree 19 Figure 2 An example prediction suffix tree 29 Figure 3 A depth-2 context tree (left). Resultant trees after processing one (middle) and two (right) bits respectively. 33 Figure 4 The MC-AIXI agent loop 50 Figure 5 The cheese maze 53 Figure 6 A screenshot (converted to black and white) of the PacMan domain 56 Figure 7 Average Reward per Cycle vs Experience 63 Figure 8 Performance versus ρUCT search effort 64 Figure 9 Online performance on a challenging domain 67 Figure 10 Scaling properties on a challenging domain 68 Figure 11 Online performance when using a learnt rollout policy on the Cheese Maze 74 Figure 12 Left: TD, TD-Root and TD-Leaf backups. Right: Root- Strap(minimax) and TreeStrap(minimax). 84 Figure 13 Performance when trained via self-play starting from ran- dom initial weights. 95% confidence intervals are marked at each data point. The x-axis uses a logarithmic scale. 94 xv LISTOFTABLES Table 1 Domain characteristics 52 Table 2 Binary encoding of the domains 58 Table 3 MC-AIXI(fac-ctw) model learning configuration 59 Table 4 U-Tree model learning configuration 61 Table 5 Resources required for (near) optimal performance by MC- AIXI(fac-ctw) 62 Table 6 Average reward per cycle: ρUCT versus 1-ply rollout plan- ning 66 Table 7 Backups for various learning algorithms. 87 Table 8 Best performance when trained by self play. 95% confidence intervals given. 95 Table 9 Blitz performance at the Internet Chess Club 96 xvi Part I APPROXIMATEUNIVERSALARTIFICIAL INTELLIGENCE Beware the Turing tar-pit, where everything is possible but nothing of interest is easy. — Alan Perlis 1 REINFORCEMENTLEARNINGVIAAIXIAPPROXIMATION 1.1 overview This part of the thesis introduces a principled approach for the design of a scalable general reinforcement learning agent.
Recommended publications
  • Ai12-General-Game-Playing-Pre-Handout
    Introduction GDL GGP Alpha Zero Conclusion References Artificial Intelligence 12. General Game Playing One AI to Play All Games and Win Them All Jana Koehler Alvaro´ Torralba Summer Term 2019 Thanks to Dr. Peter Kissmann for slide sources Koehler and Torralba Artificial Intelligence Chapter 12: GGP 1/53 Introduction GDL GGP Alpha Zero Conclusion References Agenda 1 Introduction 2 The Game Description Language (GDL) 3 Playing General Games 4 Learning Evaluation Functions: Alpha Zero 5 Conclusion Koehler and Torralba Artificial Intelligence Chapter 12: GGP 2/53 Introduction GDL GGP Alpha Zero Conclusion References Deep Blue Versus Garry Kasparov (1997) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 4/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Deep Blue Can Play 1 Chess Koehler and Torralba Artificial Intelligence Chapter 12: GGP 5/53 Introduction GDL GGP Alpha Zero Conclusion References Chinook Versus Marion Tinsley (1992) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 6/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Chinook Can Play 1 Checkers Koehler and Torralba Artificial Intelligence Chapter 12: GGP 7/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play 1 Chess 2 Checkers 3 Chinese Checkers 4 Connect Four 5 Tic-Tac-Toe 6 ... Koehler and Torralba Artificial Intelligence Chapter 12: GGP 8/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play (Ctd.) 5 ... 18 Zhadu 6 Othello 19 Pancakes 7 Nine Men's Morris 20 Quarto 8 15-Puzzle 21 Knight's Tour 9 Nim 22 n-Queens 10 Sudoku 23 Blob Wars 11 Pentago 24 Bomberman (simplified) 12 Blocker 25 Catch a Mouse 13 Breakthrough 26 Chomp 14 Lights Out 27 Gomoku 15 Amazons 28 Hex 16 Knightazons 29 Cubicup 17 Blocksworld 30 ..
    [Show full text]
  • Towards General Game-Playing Robots: Models, Architecture and Game Controller
    Towards General Game-Playing Robots: Models, Architecture and Game Controller David Rajaratnam and Michael Thielscher The University of New South Wales, Sydney, NSW 2052, Australia fdaver,[email protected] Abstract. General Game Playing aims at AI systems that can understand the rules of new games and learn to play them effectively without human interven- tion. Our paper takes the first step towards general game-playing robots, which extend this capability to AI systems that play games in the real world. We develop a formal model for general games in physical environments and provide a sys- tems architecture that allows the embedding of existing general game players as the “brain” and suitable robotic systems as the “body” of a general game-playing robot. We also report on an initial robot prototype that can understand the rules of arbitrary games and learns to play them in a fixed physical game environment. 1 Introduction General game playing is the attempt to create a new generation of AI systems that can understand the rules of new games and then learn to play these games without human intervention [5]. Unlike specialised systems such as the chess program Deep Blue, a general game player cannot rely on algorithms that have been designed in advance for specific games. Rather, it requires a form of general intelligence that enables the player to autonomously adapt to new and possibly radically different problems. General game- playing systems therefore are a quintessential example of a new generation of software that end users can customise for their own specific tasks and special needs.
    [Show full text]
  • Artificial General Intelligence in Games: Where Play Meets Design and User Experience
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by The IT University of Copenhagen's Repository ISSN 2186-7437 NII Shonan Meeting Report No.130 Artificial General Intelligence in Games: Where Play Meets Design and User Experience Ruck Thawonmas Julian Togelius Georgios N. Yannakakis March 18{21, 2019 National Institute of Informatics 2-1-2 Hitotsubashi, Chiyoda-Ku, Tokyo, Japan Artificial General Intelligence in Games: Where Play Meets Design and User Experience Organizers: Ruck Thawonmas (Ritsumeikan University, Japan) Julian Togelius (New York University, USA) Georgios N. Yannakakis (University of Malta, Malta) March 18{21, 2019 Plain English summary (lay summary): Arguably the grand goal of artificial intelligence (AI) research is to pro- duce machines that can solve multiple problems, not just one. Until recently, almost all research projects in the game AI field, however, have been very specific in that they focus on one particular way in which intelligence can be applied to video games. Most published work describes a particu- lar method|or a comparison of two or more methods|for performing a single task in a single game. If an AI approach is only tested on a single task for a single game, how can we argue that such a practice advances the scientific study of AI? And how can we argue that it is a useful method for a game designer or developer, who is likely working on a completely different game than the method was tested on? This Shonan meeting aims to discuss three aspects on how to generalize AI in games: how to play any games, how to model any game players, and how to generate any games, plus their potential applications.
    [Show full text]
  • PAI2013 Popularize Artificial Intelligence
    Matteo Baldoni Federico Chesani Paola Mello Marco Montali (Eds.) PAI2013 Popularize Artificial Intelligence AI*IA National Workshop “Popularize Artificial Intelligence” Held in conjunction with AI*IA 2013 Turin, Italy, December 5, 2013 Proceedings PAI 2013 Home Page: http://aixia2013.i-learn.unito.it/course/view.php?id=4 Copyright c 2013 for the individual papers by the papers’ authors. Copying permitted for private and academic purposes. Re-publication of material from this volume requires permission by the copyright owners. Sponsoring Institutions Associazione Italiana per l’Intelligenza Artificiale Editors’ addresses: University of Turin DI - Dipartimento di Informatica Corso Svizzera, 185 10149 Torino, ITALY [email protected] University of Bologna DISI - Dipartimento di Informatica - Scienza e Ingegneria Viale Risorgimento, 2 40136 Bologna, Italy [email protected] [email protected] Free University of Bozen-Bolzano Piazza Domenicani, 3 39100 Bolzano, Italy [email protected] Preface The 2nd Workshop on Popularize Artificial Intelligence (PAI 2013) follows the successful experience of the 1st edition, held in Rome 2012 to celebrate the 100th anniversary of Alan Turing’s birth. It is organized as part of the XIII Conference of the Italian Association for Artificial Intelligence (AI*IA), to celebrate another important event, namely the 25th anniversary of AI*IA. In the same spirit of the first edition, PAI 2013 aims at divulging the practical uses of Artificial Intelligence among researchers, practitioners, teachers and stu- dents. 13 contributions were submitted, and accepted after a reviewing process that produced from 2 to 3 reviews per paper. Papers have been grouped into three main categories: student experiences inside AI courses (8 contributions), research and academic experiences (4 contributions), and industrial experiences (1 contribution).
    [Show full text]
  • Arxiv:2002.10433V1 [Cs.AI] 24 Feb 2020 on Game AI Was in a Niche, Largely Unrecognized by Have Certainly Changed in the Last 10 to 15 Years
    From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI Sebastian Risi and Mike Preuss Abstract This paper reviews the field of Game AI, strengthening it (e.g. [45]). The main arguments have which not only deals with creating agents that can play been these: a certain game, but also with areas as diverse as cre- ating game content automatically, game analytics, or { By tackling game problems as comparably cheap, player modelling. While Game AI was for a long time simplified representatives of real world tasks, we can not very well recognized by the larger scientific com- improve AI algorithms much easier than by model- munity, it has established itself as a research area for ing reality ourselves. developing and testing the most advanced forms of AI { Games resemble formalized (hugely simplified) mod- algorithms and articles covering advances in mastering els of reality and by solving problems on these we video games such as StarCraft 2 and Quake III appear learn how to solve problems in reality. in the most prestigious journals. Because of the growth of the field, a single review cannot cover it completely. Therefore, we put a focus on important recent develop- Both arguments have at first nothing to do with ments, including that advances in Game AI are start- games themselves but see them as a modeling / bench- ing to be extended to areas outside of games, such as marking tools. In our view, they are more valid than robotics or the synthesis of chemicals. In this article, ever.
    [Show full text]
  • Conference Program
    AAAI-07 / IAAI-07 Based on an original photograph courtesy, Tourism Vancouver. Conference Program Twenty-Second AAAI Conference on Artificial Intelligence (AAAI-07) Nineteenth Conference on Innovative Applications of Artificial Intelligence (IAAI-07) July 22 – 26, 2007 Hyatt Regency Vancouver Vancouver, British Columbia, Canada Sponsored by the Association for the Advancement of Artificial Intelligence Cosponsored by the National Science Foundation, Microsoft Research, Michael Genesereth, Google, Inc., NASA Ames Research Center, Yahoo! Research Labs, Intel, USC/Information Sciences Institute, AICML/University of Alberta, ACM/SIGART, The Boeing Company, IISI/Cornell University, IBM Research, and the University of British Columbia Tutorial Forum Cochairs Awards Contents Carla Gomes (Cornell University) Andrea Danyluk (Williams College) All AAAI-07, IAAI-07, AAAI Special Awards, Acknowledgments / 2 Workshop Cochairs and the IJCAI-JAIR Best Paper Prize will be AI Video Competition / 18 Bob Givan (Purdue University) presented Tuesday, July 24, 8:30–9:00 AM, Simon Parsons (Brooklyn College, CUNY) Awards / 2–3 in the Regency Ballroom on the Convention Competitions / 18–19 Doctoral Consortium Chair and Cochair Level. Computer Poker Competition / 18 Terran Lane (The University of New Mexico) Conference at a Glance / 5 Colleen van Lent (California State University Doctoral Consortium / 4 Long Beach) AAAI-07 Awards Exhibition / 16 Student Abstract and Poster Cochairs Presented by Robert C. Holte and Adele General Game Playing Competition / 18 Mehran Sahami (Google Inc.) Howe, AAAI-07 program chairs. General Information / 19–20 Kiri Wagstaff (Jet Propulsion Laboratory) AAAI-07 Outstanding Paper Awards IAAI-07 Program / 8–13 Matt Gaston (University of Maryland, PLOW: A Collaborative Task Learning Agent Intelligent Systems Demos / 17 Baltimore County) James Allen, Nathanael Chambers, Invited Talks / 3, 7 Intelligent Systems Demonstrations George Ferguson, Lucian Galescu, Hyuckchul Man vs.
    [Show full text]
  • Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm
    Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm David Silver,1∗ Thomas Hubert,1∗ Julian Schrittwieser,1∗ Ioannis Antonoglou,1 Matthew Lai,1 Arthur Guez,1 Marc Lanctot,1 Laurent Sifre,1 Dharshan Kumaran,1 Thore Graepel,1 Timothy Lillicrap,1 Karen Simonyan,1 Demis Hassabis1 1DeepMind, 6 Pancras Square, London N1C 4AG. ∗These authors contributed equally to this work. Abstract The game of chess is the most widely-studied domain in the history of artificial intel- ligence. The strongest programs are based on a combination of sophisticated search tech- niques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go by tabula rasa reinforce- ment learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance in many challenging games. Starting from random play, and given no domain knowledge ex- cept the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case. The study of computer chess is as old as computer science itself. Babbage, Turing, Shan- non, and von Neumann devised hardware, algorithms and theory to analyse and play the game of chess. Chess subsequently became the grand challenge task for a generation of artificial intel- ligence researchers, culminating in high-performance computer chess programs that perform at superhuman level (9, 14).
    [Show full text]
  • General Game Playing and the Game Description Language
    General Game Playing and the Game Description Language Abdallah Saffidine In Artificial Intelligence (AI), General Game Playing (GGP) consists in constructing artificial agents that are able to act rationally in previously unseen environments. Typically, an agent is presented with a description of a new environment and is requested to select an action among a given set of legal actions. Since the programmers do not have prior access to the description of the environment, they cannot encode domain specific knowledge in the agent, and the artificial agent must be able to infer, reason, and learn about its environment on its own. The class of environments an agent may face is called Multi-Agent Environments (MAEs), it features many interacting agents in a deterministic and discrete setting. The agents can take turns or act syn- chronously and can cooperate or have conflicting objectives. For instance, the Travelling Salesman Problem, Chess, the Prisoner’s Dilemma, and six-player Chinese Checkers all fall within the MAE framework. The environment is described to the agents in the Game Description Language (GDL), a declarative and rule based language, related to DATALOG. A state of the MAE corresponds to a set of ground terms and some distinguished predicates allow to compute the legal actions for each agents, the transition function through the effect of the actions, or the rewards each agent is awarded when a final state has been reached. State of the art GGP players currently process GDL through a reduction to PROLOG and using a PROLOG interpreter. As a result, the raw speed of GGP engines is several order of magnitudes slower than that of an engine specialised to one type of environments (e.g.
    [Show full text]
  • Rolling Horizon NEAT for General Video Game Playing
    Rolling Horizon NEAT for General Video Game Playing Diego Perez-Liebana Muhammad Sajid Alam Raluca D. Gaina Queen Mary University of London Queen Mary University of London Queen Mary University of London Game AI Group Game AI Group Game AI Group London, UK London, UK London, UK [email protected] [email protected] [email protected] Abstract—This paper presents a new Statistical Forward present rhNEAT, an algorithm that takes concepts from the Planning (SFP) method, Rolling Horizon NeuroEvolution of existing NeuroEvolution of Augmenting Topologies (NEAT) Augmenting Topologies (rhNEAT). Unlike traditional Rolling and RHEA. We analyze different variants of the algorithm and Horizon Evolution, where an evolutionary algorithm is in charge of evolving a sequence of actions, rhNEAT evolves weights and compare its performance with state of the art results. A second connections of a neural network in real-time, planning several contribution of this paper is to start opening a line of research steps ahead before returning an action to execute in the game. that explores alternative representations for Rolling Horizon Different versions of the algorithm are explored in a collection Evolutionary Algorithms: while traditionally RHEA evolves a of 20 GVGAI games, and compared with other SFP methods sequence of actions, rhNEAT evolves neural network weights and state of the art results. Although results are overall not better than other SFP methods, the nature of rhNEAT to adapt and configurations, which in turn generate action sequences to changing game features has allowed to establish new state of used to evaluate individual fitness.
    [Show full text]
  • Automatic Construction of a Heuristic Search Function for General Game Playing
    Automatic Construction of a Heuristic Search Function for General Game Playing Stephan Schiffel and Michael Thielscher Department of Computer Science Dresden University of Technology {stephan.schiffel,mit}@inf.tu-dresden.de Student Paper Abstract tic search. Our focus is on techniques for constructing a search heuristics by the automated analysis of game speci- General Game Playing (GGP) is the art of design- fications. More specifically, we describe the following func- ing programs that are capable of playing previously tionalities of a complete General Game Player: unknown games of a wide variety by being told nothing but the rules of the game. This is in con- 1. Determining legal moves and their effects from a formal trast to traditional computer game players like Deep game description requires reasoning about actions. We Blue, which are designed for a particular game and use the Fluent Calculus and its Prolog-based implemen- can’t adapt automatically to modifications of the tation FLUX [Thielscher, 2005]. rules, let alone play completely different games. General Game Playing is intended to foster the de- 2. To search a game tree, we use non-uniform depth- velopment of integrated cognitive information pro- first search with iterative deepening and general pruning cessing technology. In this article we present an techniques. approach to General Game Playing using a novel 3. Games which cannot be fully searched require auto- way of automatically constructing a search heuris- matically constructing evaluation functions from formal tics from a formal game description. Our system is game specifications. We give the details of a method being tested with a wide range of different games.
    [Show full text]
  • Simulation-Based Approach to General Game Playing
    Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence (2008) Simulation-Based Approach to General Game Playing Hilmar Finnsson and Yngvi Bjornsson¨ School of Computer Science Reykjav´ık University, Iceland fhif,[email protected] Abstract There is an inherent risk with that approach though. In practice, because of how disparate the games and their play- The aim of General Game Playing (GGP) is to create ing strategies can be, the pre-chosen set of generic features intelligent agents that automatically learn how to play may fail to capture some essential game properties. On many different games at an expert level without any top of that, the relative importance of the features can of- human intervention. The most successful GGP agents in the past have used traditional game-tree search com- ten be only roughly approximated because of strict online bined with an automatically learned heuristic function time constraints. Consequently, the resulting heuristic evalu- for evaluating game states. In this paper we describe a ations may become highly inaccurate and, in the worst case, GGP agent that instead uses a Monte Carlo/UCT sim- even strive for the wrong objectives. Such heuristics are of ulation technique for action selection, an approach re- a little (or even decremental) value for lookahead search. cently popularized in computer Go. Our GGP agent has In here we describe a simulation-based approach to gen- proven its effectiveness by winning last year’s AAAI eral game playing that does not require any a priori do- GGP Competition. Furthermore, we introduce and em- main knowledge. It is based on Monte-Carlo (MC) simu- pirically evaluate a new scheme for automatically learn- ing search-control knowledge for guiding the simula- lations and the Upper Confidence-bounds applied to Trees tion playouts, showing that it offers significant benefits (UCT) algorithm for guiding the simulation playouts (Koc- for a variety of games.
    [Show full text]
  • General Game Playing Michael Thielscher, Dresden
    AAAI'08 Tutorial Chess Players General Game Playing Michael Thielscher, Dresden Some of the material presented in this tutorial originates in work by Michael Genesereth and the Stanford Logic Group. We greatly appreciate their contribution. The Turk (18th Century) Alan Turing & Claude Shannon (~1950) Deep-Blue Beats World Champion (1997) In the early days, game playing machines were considered a key to Artificial Intelligence (AI). But chess computers are highly specialized systems. Deep-Blue's intelligence was limited. It couldn't even play a decent game of Tic-Tac-Toe or Rock-Paper-Scissors. With General Game Playing many of the original expectations with game playing machines get revived. Traditional research on game playing focuses on constructing specific evaluation functions A General Game Player is a system that building libraries for specific games understands formal descriptions of arbitrary strategy games The intelligence lies with the programmer, not with the program! learns to play these games well without human intervention A General Game Player needs to exhibit much broader intelligence: abstract thinking strategic planning learning General Game Playing and AI Rather than being concerned with a specialized solution to a narrow problem, General Game Playing encompasses a variety of AI areas: Game Playing Games Agents Knowledge Representation Deterministic, complete information Competitive environments Planning and Search Nondeterministic, partially observable Uncertain environments Learning Rules partially unknown Unknown environment model Robotic player Real-world environments General Game Playing is considered a grand AI Challenge Application (1) Application (2): Economics Commercially available chess computers can't be used for a game of Bughouse Chess. A General Game Playing system could be used for negotiations, marketing strategies, pricing, etc.
    [Show full text]