General Video Game Playing with Goal Orientation
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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 .. -
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. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
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. -
Implementation of A* Algorithm for Solving Sokoban Logic Games
Journal of Applied Intelligent System (e-ISSN : 2502-9401 | p-ISSN : 2503-0493) Vol. 4 No. 2, December 2019, pp. 104 – 111 Implementation of A* Algorithm for Solving Sokoban Logic Games Rosa Tri Setiani *1, Bonifacius Vicky Indriyono 2 School of Information and Computer Management Kadiri, Jl. Balowerti II No. 26-30 Kediri East Java,(0354-696770) E-mail : [email protected]*1, [email protected] Abstract - Sokoban is one of the puzzle category games that requires players to push boxes towards the top, bottom, left and right until the specified destination. Sometimes it takes a long time to complete a very difficult level so that a solution is needed. So that these difficulties can be overcome, we need an algorithm that can help find the right path. A * algorithm is an algorithm that minimizes the total cost of the track under the right conditions that will provide the best solution in optimal time. A * algorithm will find the distance of the fastest route to be taken by a starting point to the destination object by removing unnecessary steps. From the test results, this A * algorithm can help players in finding a solution to the road in the form of completion steps in the Sokoban game by determining the smallest F value. Keywords - Artificial Intelligence, Games, Sokoban, A * algorithm 1. INTRODUCTION The development of science and technology will never end and will grow faster along with the development of supporting technology. One of the many technologies that is growing is artificial intelligence. Artificial intelligence (AI) is the main focus in the world of research on how a computer program is able to learn and make decisions like humans. -
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). -
Hyperstate Space Graphs for Automated Game Analysis
Hyperstate Space Graphs For Automated Game Analysis Michael Cook Azalea Raad Queen Mary University of London Max Planck Institute for Software Systems [email protected] [email protected] Abstract—Automatically analysing games is an important chal- combat, are either elided or combined into higher-level states. lenge for automated game design, general game playing, and co- Another option, commonly used in the design of AI agents, is creative game design tools. However, understanding the nature of to limit the size of the SSG – many Chess agents are limited an unseen game is extremely difficult due to the lack of a priori design knowledge and heuristics. In this paper we formally define in how far ahead they may look to evaluate a move. hyperstate space graphs, a compressed form of state space graphs These abstraction processes for state space compression which can be constructed without any prior design knowledge require game-specific expert knowledge: what is important and about a game. We show how hyperstate space graphs produce what is not, and which aspects of the game we wish to focus compact representations of games which closely relate to the on. However, many AI systems are required to play, analyse heuristics designed by hand for search-based AI agents; we show how hyperstate space graphs also relate to modern ideas or interact with games that have never been seen before by about game design; and we point towards future applications for anyone. Automated game design systems must understand a hyperstates across game AI research. game in order to be able to evaluate or change its design. -
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. -
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. -
Analysis and Development of a Game of the Genre Roguelike
UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL INSTITUTO DE INFORMÁTICA CURSO DE CIÊNCIA DA COMPUTAÇÃO CIRO GONÇALVES PLÁ DA SILVA Analysis and Development of a Game of the Roguelike Genre Final Report presented in partial fulfillment of the requirements for the degree of Bachelor of Computer Science. Advisor: Prof. Dr. Raul Fernando Weber Porto Alegre 2015 UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL Reitor: Prof. Carlos Alexandre Netto Vice-Reitor: Prof. Rui Vicente Oppermann Pró-Reitor de Graduação: Prof. Sérgio Roberto Kieling Franco Diretor do Instituto de Informática: Prof. Luís da Cunha Lamb Coordenador do Curso de Ciência da Computação: Prof. Raul Fernando Weber Bibliotecária-Chefe do Instituto de Informática: Beatriz Regina Bastos Haro ACKNOWLEDGEMENTS First, I would like to thank my advisor Raul Fernando Weber for his support and crucial pieces of advisement. Also, I'm grateful for the words of encouragement by my friends, usually in the form of jokes about my seemingly endless graduation process. I'm also thankful for my brother Michel and my sister Ana, which, despite not being physically present all the time, were sources of inspiration and examples of hard work. Finally, and most importantly, I would like to thank my parents, Isabel and Roberto, for their unending support. Without their constant encouragement and guidance, this work wouldn't have been remotely possible. ABSTRACT Games are primarily a source of entertainment, but also a substrate for developing, testing and proving theories. When video games started to popularize, more ambitious projects demanded and pushed forward the development of sophisticated algorithmic techniques to handle real-time graphics, persistent large-scale virtual worlds and intelligent non-player characters. -
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). -
Alex Mendel: Robot Tatrabot Rieši Hru Sokoban
UNIVERZITA KOMENSKÉHO V BRATISLAVE FAKULTA MATEMATIKY, FYZIKY A INFORMATIKY Robot Tatrabot rieši hru Sokoban Bakalárska práca 2017 Alex Mendel UNIVERZITA KOMENSKÉHO V BRATISLAVE FAKULTA MATEMATIKY, FYZIKY A INFORMATIKY Robot Tatrabot rieši hru Sokoban Bakalárska práca Študijný program: Aplikovaná informatika Študijný odbor: 2511 Aplikovaná informatika Školiace pracovisko: Katedra aplikovanej informatiky Školiteľ: Mgr. Pavel Petrovič, PhD. Bratislava, 2017 Alex Mendel ČESTNÉ VYHLÁSENIE Čestne vyhlasujem, že som bakalársku prácu „Robot Tatrabot rieši hru Sokoban" vypracoval samostatne s použitím uvedenej literatúry a zdrojov dostupných na internete. V Bratislave dňa 25.5.2017 ……………………………………........... Alex Mendel Poďakovanie Touto cestou by som rád poďakoval svojmu školiteľovi Mgr. Pavlovi Petrovičovi, PhD. za užitočné rady, pripomienky, trpezlivosť a usmernenie pri písaní mojej bakalárskej práce. Bratislava 25.5.2017 Alex Mendel ABSTRAKT Cieľom tejto práce je navrhnúť a implementovať algoritmus na riešenie hry a jeho prepojenie s reálnym mobilným robotickým systémom. Tatrabot je riadený 32-bitovým jednočipovým počítačom rady STM32, má bohatú senzorickú výbavu: 3 osí akcelerometer, gyroskop, magnetometer, barometer, teplomer, 2 IR senzory na detekciu prekážok, SHARP IR senzor na meranie vzdialenosti, 4-kanálový senzor na čiaru, zvukový výstup, tlačidlá, signálne LED, otáčkové senzory, BlueTooth. V tejto práci sa zameriame na riešenie úloh presúvania kociek v labyrinte - úloha podobná hre Sokoban a simultánnu vizualizáciu jeho činnosti.