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Detecting and responding to novel situations in open-world environments is a key capability of human cognition. Current artificial intelligence (AI) researchers strive to develop systems that can perform in open-world environments. Novelty detection is an important ability of such AI systems. In an open-world, novelties appear in various forms and the difficulty to detect them varies. Therefore, to accurately evaluate the detection capability of AI systems, it is necessary to investigate the difficulty to detect novelties. In this paper, we propose a qualitative physics-based method to quantify the difficulty of novelty detection focusing on open-world physical domains. We apply our method in a popular physics simulation game, Angry Birds. We conduct an experiment with human players with different novelties in Angry Birds to validate our method. Results indicate that the calculated difficulty values are in line with the detection difficulty of the human players.
Over the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video game Angry Birds. Many different agents and strategies have been develop
This demo paper presents the first system for playing the popular Angry Birds game using a domain-independent planner. Our system models Angry Birds levels using PDDL+, a planning language for mixed discrete/continuous domains. It uses a domain-indep
This paper presents a procedural generation method that creates visually attractive levels for the Angry Birds game. Besides being an immensely popular mobile game, Angry Birds has recently become a test bed for various artificial intelligence techno
This paper presents an integration of a game system and the art therapy concept for promoting the mental well-being of video game players. In the proposed game system, the player plays an Angry-Birds-like game in which levels in the game are generate
We investigate the use of attentional neural network layers in order to learn a `behavior characterization which can be used to drive novelty search and curiosity-based policies. The space is structured towards answering a particular distribution of