Do you want to publish a course? Click here

The Design Of Stratega: A General Strategy Games Framework

84   0   0.0 ( 0 )
 Publication date 2020
and research's language is English




Ask ChatGPT about the research

Stratega, a general strategy games framework, has been designed to foster research on computational intelligence for strategy games. In contrast to other strategy game frameworks, Stratega allows to create a wide variety of turn-based and real-time strategy games using a common API for agent development. While the current version supports the development of turn-based strategy games and agents, we will add support for real-time strategy games in future updates. Flexibility is achieved by utilising YAML-files to configure tiles, units, actions, and levels. Therefore, the user can design and run a variety of games to test developed agents without specifically adjusting it to the game being generated. The framework has been built with a focus of statistical forward planning (SFP) agents. For this purpose, agents can access and modify game-states and use the forward model to simulate the outcome of their actions. While SFP agents have shown great flexibility in general game-playing, their performance is limited in case of complex state and action-spaces. Finally, we hope that the development of this framework and its respective agents helps to better understand the complex decision-making process in strategy games. Stratega can be downloaded at: https://github.research.its.qmul.ac.uk/eecsgameai/Stratega



rate research

Read More

This document describes the design and implementation of the Tabletop Games framework (TAG), a Java-based benchmark for developing modern board games for AI research. TAG provides a common skeleton for implementing tabletop games based on a common API for AI agents, a set of components and classes to easily add new games and an import module for defining data in JSON format. At present, this platform includes the implementation of seven different tabletop games that can also be used as an example for further developments. Additionally, TAG also incorporates logging functionality that allows the user to perform a detailed analysis of the game, in terms of action space, branching factor, hidden information, and other measures of interest for Game AI research. The objective of this document is to serve as a central point where the framework can be described at length. TAG can be downloaded at: https://github.com/GAIGResearch/TabletopGames
150 - Xin Guo , Anran Hu , Renyuan Xu 2020
This paper presents a general mean-field game (GMFG) framework for simultaneous learning and decision-making in stochastic games with a large population. It first establishes the existence of a unique Nash Equilibrium to this GMFG, and demonstrates that naively combining Q-learning with the fixed-point approach in classical MFGs yields unstable algorithms. It then proposes value-based and policy-based reinforcement learning algorithms (GMF-P and GMF-P respectively) with smoothed policies, with analysis of convergence property and computational complexity. The experiments on repeated Ad auction problems demonstrate that GMF-V-Q, a specific GMF-V algorithm based on Q-learning, is efficient and robust in terms of convergence and learning accuracy. Moreover, its performance is superior in convergence, stability, and learning ability, when compared with existing algorithms for multi-agent reinforcement learning.
165 - Santiago Onta~non 2017
Games with large branching factors pose a significant challenge for game tree search algorithms. In this paper, we address this problem with a sampling strategy for Monte Carlo Tree Search (MCTS) algorithms called {em na{i}ve sampling}, based on a variant of the Multi-armed Bandit problem called {em Combinatorial Multi-armed Bandits} (CMAB). We analyze the theoretical properties of several variants of {em na{i}ve sampling}, and empirically compare it against the other existing strategies in the literature for CMABs. We then evaluate these strategies in the context of real-time strategy (RTS) games, a genre of computer games characterized by their very large branching factors. Our results show that as the branching factor grows, {em na{i}ve sampling} outperforms the other sampling strategies.
There is a significant lack of unified approaches to building generally intelligent machines. The majority of current artificial intelligence research operates within a very narrow field of focus, frequently without considering the importance of the big picture. In this document, we seek to describe and unify principles that guide the basis of our development of general artificial intelligence. These principles revolve around the idea that intelligence is a tool for searching for general solutions to problems. We define intelligence as the ability to acquire skills that narrow this search, diversify it and help steer it to more promising areas. We also provide suggestions for studying, measuring, and testing the various skills and abilities that a human-level intelligent machine needs to acquire. The document aims to be both implementation agnostic, and to provide an analytic, systematic, and scalable way to generate hypotheses that we believe are needed to meet the necessary conditions in the search for general artificial intelligence. We believe that such a framework is an important stepping stone for bringing together definitions, highlighting open problems, connecting researchers willing to collaborate, and for unifying the arguably most significant search of this century.
133 - Santiago Ontanon 2012
Game tree search algorithms such as minimax have been used with enormous success in turn-based adversarial games such as Chess or Checkers. However, such algorithms cannot be directly applied to real-time strategy (RTS) games because a number of reasons. For example, minimax assumes a turn-taking game mechanics, not present in RTS games. In this paper we present RTMM, a real-time variant of the standard minimax algorithm, and discuss its applicability in the context of RTS games. We discuss its strengths and weaknesses, and evaluate it in two real-time games.

suggested questions

comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا