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Game Intelligence: The Future

Game Intelligence: The Future. Simon M. Lucas Game Intelligence Group School of CS & EE University of Essex. Meet Adrianne from nVidia. Beautiful, but not very bright, … … yet. Game Intelligence Group. Main Activity: General purpose intelligence for game agents 2 Academic staff

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Game Intelligence: The Future

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  1. Game Intelligence: The Future Simon M. Lucas Game Intelligence Group School of CS & EE University of Essex

  2. Meet Adrianne from nVidia

  3. Beautiful, but not very bright, …… yet.

  4. Game Intelligence Group • Main Activity: • General purpose intelligence for game agents • 2 Academic staff • 1 post-doc • 10 PhD students

  5. Approaches • Evolution • Reinforcement Learning • Monte Carlo Tree Search

  6. Conventional Game Tree Search • Minimax with alpha-beta pruning, transposition tables • Works well when: • A good heuristic value function is known • The branching factor is modest • E.g. Chess: Deep Blue, Rybka • Tree grows exponentially with search depth

  7. Go • Much tougher for computers • High branching factor • No good heuristic value function “Although progress has been steady, it will take many decades of research and development before world-championship–calibre go programs exist”. Jonathan Schaeffer, 2001

  8. MCTS Operation(fig from CadiaPlayer, Bjornsson and Finsson, IEEE T-CIAIG) • Each iteration starts at the root • Follows tree policy to reach a leaf node • Then perform a random roll-out from there • Node ‘N’ is then added to tree • Value of ‘T’ back-propagated up tree

  9. Upper Confidence Bounds on Trees (UCT) Node Selection Policy • From Kocsis and Szepesvari (2006) • Aim: optimal balance between exploration and exploitation • Converges to optimal policy given infinite number of roll-outs • Often not used in practice!

  10. Sample MCTS Tree (fig from CadiaPlayer, Bjornsson and Finsson, IEEE T-CIAIG)

  11. Learning Tree Policy and Roll-Out Policy • Results for Othello (IEEE CIG 2011)

  12. Research Leadership • Grants • Conference Series • Journal • Conference Special Sessions • Competitions • Software Toolkits (e.g. WOX, featured in MSDN Magazine)

  13. Research Grants • AI Games Network (EPSRC, 2007 – 2010; with Imperial and Bradford) • UCT for Games and Beyond (EPSRC, 2010 – 2014, joint with Imperial and Bradford; 1.5M total, 489k Essex) • Plus IEEE T-CIAIG Editorial Assistant + Travel

  14. IEEE Transactions on Computational Intelligence and AI in Games • Published quarterly since March 2009 • Journal has made an excellent start

  15. Competitions • Many, many competitions • Most recent: Ms Pac-Man versus Ghost Team: IEEE CEC 2011 • An interesting and fun AI challenge • Covered by New Scientist, Slashdotetc • By Philipp Rohlfshagen and David Robles

  16. Summary • AI + Games • Fantastic field to work in • The BEST test-bed for general intelligence • Monte-Carlo Tree Search + Reinforcement Learning: very promising! • Reasonable standard general game playing is already a reality for many games • Within the next 10 years we’ll enjoy interacting with life-like AI characters

  17. Sample Games

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