Conference
Computational Intelligence and Games
About: Computational Intelligence and Games is an academic conference. The conference publishes majorly in the area(s): Computer science & Game mechanics. Over the lifetime, 993 publications have been published by the conference receiving 19594 citations.
Papers published on a yearly basis
Papers
6 May 2016
TL;DR: A novel test-bed platform for reinforcement learning research from raw visual information which employs the first-person perspective in a semi-realistic 3D world and confirms the utility of ViZDoom as an AI research platform and implies that visual reinforcement learning in 3D realistic first- person perspective environments is feasible.
Abstract: The recent advances in deep neural networks have led to effective vision-based reinforcement learning methods that have been employed to obtain human-level controllers in Atari 2600 games from pixel data. Atari 2600 games, however, do not resemble real-world tasks since they involve non-realistic 2D environments and the third-person perspective. Here, we propose a novel test-bed platform for reinforcement learning research from raw visual information which employs the first-person perspective in a semi-realistic 3D world. The software, called ViZDoom, is based on the classical first-person shooter video game, Doom. It allows developing bots that play the game using the screen buffer. ViZDoom is lightweight, fast, and highly customizable via a convenient mechanism of user scenarios. In the experimental part, we test the environment by trying to learn bots for two scenarios: a basic move-and-shoot task and a more complex maze-navigation problem. Using convolutional deep neural networks with Q-learning and experience replay, for both scenarios, we were able to train competent bots, which exhibit human-like behaviors. The results confirm the utility of ViZDoom as an AI research platform and imply that visual reinforcement learning in 3D realistic first-person perspective environments is feasible.
819 citations
7 Sep 2009
TL;DR: The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design.
Abstract: We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design. Subsequently, player models can assist the tailoring of game mechanics in real-time for the needs of the player type identified.
350 citations
1 Apr 2007
TL;DR: An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player.
Abstract: Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games. In this paper, we instead choose to evolve the racing tracks in a car racing game. An evolvable track representation is devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.
326 citations
1 Aug 2018
TL;DR: This vision paper proposes a new research area of eXplainable AI for Designers (XAID), specifically for game designers, and illustrates the initial XAID framework through three use cases, which require an understanding both of the innate properties of the AI techniques and users’ needs.
Abstract: Growing interest in eXplainable Artificial Intelligence (XAI) aims to make AI and machine learning more understandable to human users. However, most existing work focuses on new algorithms, and not on usability, practical interpretability and efficacy on real users. In this vision paper, we propose a new research area of eXplainable AI for Designers (XAID), specifically for game designers. By focusing on a specific user group, their needs and tasks, we propose a human-centered approach for facilitating game designers to co-create with AI/ML techniques through XAID. We illustrate our initial XAID framework through three use cases, which require an understanding both of the innate properties of the AI techniques and users’ needs, and we identify key open challenges.
260 citations
17 Oct 2013
TL;DR: It is shown how to learn competent behaviors when a model of the game dynamics is available or when it is not, when full state information is given to the agent or just subjective observations, when learning is interactive or in batch-mode, and for a number of different learning algorithms, including reinforcement learning and evolutionary search.
Abstract: We propose a powerful new tool for conducting research on computational intelligence and games. `PyVGDL' is a simple, high-level description language for 2D video games, and the accompanying software library permits parsing and instantly playing those games. The streamlined design of the language is based on defining locations and dynamics for simple building blocks, and the interaction effects when such objects collide, all of which are provided in a rich ontology. It can be used to quickly design games, without needing to deal with control structures, and the concise language is also accessible to generative approaches. We show how the dynamics of many classical games can be generated from a few lines of PyVGDL. The main objective of these generated games is to serve as diverse benchmark problems for learning and planning algorithms; so we provide a collection of interfaces for different types of learning agents, with visual or abstract observations, from a global or first-person viewpoint. To demonstrate the library's usefulness in a broad range of learning scenarios, we show how to learn competent behaviors when a model of the game dynamics is available or when it is not, when full state information is given to the agent or just subjective observations, when learning is interactive or in batch-mode, and for a number of different learning algorithms, including reinforcement learning and evolutionary search.
242 citations
Performance Metrics
| Year | Papers |
|---|---|
| 2021 | 19 |
| 2020 | 29 |
| 2019 | 29 |
| 2018 | 81 |
| 2017 | 99 |
| 2016 | 94 |