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Jakub Kowalski

Publications and source records attributed to Jakub Kowalski.

31 records · Page 2Linked to original sources

Evolutionary Approach to Collectible Card Game Arena Deckbuilding using Active Genes

In this paper, we evolve a card-choice strategy for the arena mode of Legends of Code and Magic, a programming game inspired by popular collectible card games like Hearthstone or TES: Legends. In the arena game mode, before each match, a player has to construct his deck choosing cards one by one from the previously unknown options. Such a scenario is difficult from the optimization point of view, as not only the fitness function is non-deterministic, but its value, even for a given problem instance, is impossible to be calculated directly and can only be estimated with simulation-based approaches. We propose a variant of the evolutionary algorithm that uses a concept of an active gene to reduce the range of the operators only to generation-specific subsequences of the genotype. Thus, we batched learning process and constrained evolutionary updates only to the cards relevant for the particular draft, without forgetting the knowledge from the previous tests. We developed and tested various implementations of this idea, investigating their performance by taking into account the computational cost of each variant. Performed experiments show that some of the introduced active-genes algorithms tend to learn faster and produce statistically better draft policies than the compared methods.

cs.AI↗

Experimental Studies in General Game Playing: An Experience Report

We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different formalisms. We think our survey may provide an interesting perspective of how chaotic methods were allowed when nothing better was possible. Finally, from our experience-based view, we would like to propose a few recommendations of how such specific heterogeneous branch of research should be handled appropriately in the future. The goal of this note is to point out common difficulties and problems in the experimental research in the area. We hope that our recommendations will help in avoiding them in future works and allow more fair and reproducible comparisons.

cs.AI↗

A note on the empirical comparison of RBG and Ludii

We present an experimental comparison of the efficiency of three General Game Playing systems in their current versions: Regular Boardgames (RBG 1.0), Ludii~0.3.0, and a Game Description Language (GDL) propnet. We show that in general, RBG is currently the fastest GGP system. For example, for chess, we demonstrate that RBG is about 37 times faster than Ludii, and Ludii is about 3 times slower than a GDL propnet. Referring to the recent comparison [An Empirical Evaluation of Two General Game Systems: Ludii and RBG, CoG 2019], we show evidences that the benchmark presented there contains a number of significant flaws that lead to wrong conclusions.

cs.AI↗

Regular Boardgames

We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the description in one GGP formalism, compensating certain drawbacks of the existing languages. This often makes RBG more suitable for various research and practical developments in GGP. While dedicated mostly for describing board games, RBG is universal for the class of all finite deterministic turn-based games with perfect information. We establish foundations of RBG, and analyze it theoretically and experimentally, focusing on the efficiency of reasoning. Regular Boardgames is the first GGP language that allows efficient encoding and playing games with complex rules and with large branching factor (e.g.\ amazons, arimaa, large chess variants, go, international checkers, paper soccer).

cs.AI↗

Text-based Adventures of the Golovin AI Agent

The domain of text-based adventure games has been recently established as a new challenge of creating the agent that is both able to understand natural language, and acts intelligently in text-described environments. In this paper, we present our approach to tackle the problem. Our agent, named Golovin, takes advantage of the limited game domain. We use genre-related corpora (including fantasy books and decompiled games) to create language models suitable to this domain. Moreover, we embed mechanisms that allow us to specify, and separately handle, important tasks as fighting opponents, managing inventory, and navigating on the game map. We validated usefulness of these mechanisms, measuring agent's performance on the set of 50 interactive fiction games. Finally, we show that our agent plays on a level comparable to the winner of the last year Text-Based Adventure AI Competition.

cs.AI↗

Simplified Boardgames

We formalize Simplified Boardgames language, which describes a subclass of arbitrary board games. The language structure is based on the regular expressions, which makes the rules easily machine-processable while keeping the rules concise and fairly human-readable.

cs.AI↗

Experiments with Synchronizing Automata

We have improved an algorithm generating synchronizing automata with a large length of the shortest reset words. This has been done by refining some known results concerning bounds on the reset length. Our improvements make possible to consider a number of conjectures and open questions concerning synchronizing automata, checking them for automata with a small number of states and discussing the results. In particular, we have verified the Černý conjecture for all binary automata with at most 12 states, and all ternary automata with at most 8 states.

cs.FL↗

Procedural Content Generation for GDL Descriptions of Simplified Boardgames

We present initial research towards procedural generation of Simplified Boardgames and translating them into an efficient GDL code. This is a step towards establishing Simplified Boardgames as a comparison class for General Game Playing agents. To generate playable, human readable, and balanced chess-like games we use an adaptive evolutionary algorithm with the fitness function based on simulated playouts. In future, we plan to use the proposed method to diversify and extend the set of GGP tournament games by those with fully automatically generated rules.

cs.AI↗

A Fast Algorithm Finding the Shortest Reset Words

In this paper we present a new fast algorithm finding minimal reset words for finite synchronizing automata. The problem is know to be computationally hard, and our algorithm is exponential. Yet, it is faster than the algorithms used so far and it works well in practice. The main idea is to use a bidirectional BFS and radix (Patricia) tries to store and compare resulted subsets. We give both theoretical and practical arguments showing that the branching factor is reduced efficiently. As a practical test we perform an experimental study of the length of the shortest reset word for random automata with $n$ states and 2 input letters. We follow Skvorsov and Tipikin, who have performed such a study using a SAT solver and considering automata up to $n=100$ states. With our algorithm we are able to consider much larger sample of automata with up to $n=300$ states. In particular, we obtain a new more precise estimation of the expected length of the shortest reset word $\approx 2.5\sqrt{n-5}$.

cs.FL↗

A New Heuristic Synchronizing Algorithm

We present a new heuristic algorithm finding reset words. The algorithm called CutOff-IBFS is based on a simple idea of inverse breadth-first-search in the power automaton. We perform an experimental investigation of effectiveness compared to other algorithms existing in literature, which yields that our method generally finds a shorter word in an average case and works well in practice.

cs.FL↗

The Černý conjecture for small automata: experimental report

We present a report from a series of experiments involving computation of the shortest reset words for automata with small number of states. We confirm that the Černý conjecture is true for all automata with at most 11 states on 2 letters. Also some new interesting results were obtained, including the third gap in the distribution of the shortest reset words and new slowly synchronizing classes of automata.

cs.FL↗

Darwinian purifying selection versus complementing strategy in Monte Carlo simulations

Intragenomic recombination (crossover) is a very important evolutionary mechanism. The crossover events are not evenly distributed along the natural chromosomes. Monte Carlo simulations revealed that frequency of recombinations decides about the strategy of chromosomes' and genomes' evolution. In large panmictic populations, under high recombination rate the Darwinian purifying selection operates keeping the fraction of defective genes at the relatively low level. In small populations and under low recombination rate the strategy of complementing haplotypes seems to be more advantageous. Switching between the two strategies has a character of phase transition - it depends on inbreeding coefficient and crossover rate. The critical recombination rate depends also on the size of chromosome. It is also possible, that in one genome some chromosomes could be under complementing while some other under purifying selection. Such situation stabilizes genome evolution and reproduction strategy. It seems that this phenomenon can be responsible for the positive correlation between kinship and fecundity, recently found in the Islander population. When large population is forced to enter the complementing strategy, the phenomenon of sympatric speciation is observed.

q-bio.GN↗

Phase transition in the genome evolution favours non-random distribution of genes on chromosomes

We have used the Monte Carlo based computer models to show that selection pressure could affect the distribution of recombination hotspots along the chromosome. Close to critical crossover rate, where genomes may switch between the Darwinian purifying selection or complementation of haplotypes, the distribution of recombination events and the force of selection exerted on genes affect the structure of chromosomes. The order of expression of gene s and their location on chromosome may decide about the extinction or survival of competing populations.

q-bio.GN↗