Applying ML Algorithms to Video Game AI

Author(s):  
Marek Kopel ◽  
Adam Pociejowski
Keyword(s):  
2020 ◽  
Author(s):  
Christopher R Madan

Video games are sometimes used as environments to evaluate AI agents' ability to develop and execute complex action sequences to maximize a defined reward. However, humans cannot match the fine precision of timed actions of AI agents--in games such as StarCraft, build orders take the place of chess opening gambits. However, unlike strategy games, such as chess and go, video games also rely heavily on sensorimotor precision. If the `finding' was merely that AI agents have superhuman reaction times and precision, none would be surprised. The goal is rather to look at adaptive reasoning and strategies produced by AI agents that may replicate human approaches or even result in strategies not previously produced by humans.Here I will provide: (1) an overview of observations where AI agents are perhaps not being fairly evaluated relative to humans, (2) a potential approach for making this comparison more appropriate, and (3) highlight some important recent advances in video-game play provided by AI agents.


Author(s):  
Darryl Charles ◽  
Colin Fyfe ◽  
Daniel Livingstone ◽  
Stephen McGlinchey

This book centres on biologically inspired machine learning algorithms for use in computer and video game technology. One of the important reasons for employing learning in computer games is that there is a strong desire by many developers and publishers within the industry to make games adaptive. For example, Manslow (2002) states, ‘The widespread adoption of learning in games will be one of the most important advances ever to be made in game AI. Genuinely adaptive AIs will change the way in which games are played by forcing each player to continually search for new strategies to defeat the AI, rather than perfecting a single technique.’ However, the majority of learning techniques to date that have been used in commercial games have employed an offline learning process, that is, the algorithms are trained during the development process and not during the gameplay sessions after the release of the game. Online learning—that is, learning processes that occur during actual gameplay—has been used in only a handful of commercial games, for example, Black and White, but the use of learning online within games is intrinsically linked to adaptivity and the use of the algorithms in this way needs to be explored more fully.


Challenges ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 18
Author(s):  
Christopher R. Madan

Video games are sometimes used as environments to evaluate AI agents’ ability to develop and execute complex action sequences to maximize a defined reward. However, humans cannot match the fine precision of the timed actions of AI agents; in games such as StarCraft, build orders take the place of chess opening gambits. However, unlike strategy games, such as chess and Go, video games also rely heavily on sensorimotor precision. If the “finding” was merely that AI agents have superhuman reaction times and precision, none would be surprised. The goal is rather to look at adaptive reasoning and strategies produced by AI agents that may replicate human approaches or even result in strategies not previously produced by humans. Here, I will provide: (1) an overview of observations where AI agents are perhaps not being fairly evaluated relative to humans, (2) a potential approach for making this comparison more appropriate, and (3) highlight some important recent advances in video game play provided by AI agents.


Author(s):  
Olve Drageset ◽  
Mark H. M. Winands ◽  
Raluca D. Gaina ◽  
Diego Perez-Liebana
Keyword(s):  

Author(s):  
Diego Perez-Liebana ◽  
Matthew Stephenson ◽  
Raluca D. Gaina ◽  
Jochen Renz ◽  
Simon M. Lucas
Keyword(s):  

Author(s):  
Kenji Tamura ◽  
◽  
Takashi Torii ◽  

These days, artificial intelligence (AI) has been used in game AI. Additionally, video game AI is studied actively in late years, for example, application of commercial game or competition etc. In many video games of recent years, real-time action and non-player characters have been required to attract players. This paper describes how to develop a ghost team controller using evolutionary system to play the video game, Ms Pac-Man. Ms Pac-Man has been used as a testbed of AI, especially multi-agent system. We propose a method to generate the ghost team controller with Grammatical Evolution. In case of developingMs Pacman agent with Evolutionary Computation using fitness function, the criterion of the fitness is used its obtained high score in many cases. In contrast, ghost team has to prevent Ms Pac-man to get high score, namely hold score in check. However, if Ms Pacman is captured in low score by accident, its ghost strategy have a possibility to survive next generation, and if the ghosts pursue Ms Pac-man in a line, agent isn’t captured for all time. Therefore developing ghost team agent is required to avoid these issues, and we introduced a penalty to the fitness, grammar like instinct and to attack Ms Pac-Man on both sides. This paper introduces experimental data about the ghost team controller for Ms Pac-Man versus ghost team, we used ghost team agents and tested them Ms Pac-Man agents. The experimental results showed that proposed system could catchMs Pac-Man agent compare with simple hand-coded ghost teams, and the evolved controller we made worked effectively. These results are concluded that proposed method works effectively for generating ghost controller.


Author(s):  
Kamolwan Kunanusont ◽  
Simon M. Lucas ◽  
Diego Perez-Liebana
Keyword(s):  

Author(s):  
Xinrui Yu ◽  
Suoju He ◽  
Yuan Gao ◽  
Jiajian Yang ◽  
Lingdao Sha ◽  
...  
Keyword(s):  
Dead End ◽  

Author(s):  
Sander Bakkes ◽  
Pieter Spronck ◽  
Jaap van den Herik
Keyword(s):  

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