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Julian Togelius

Publications and source records attributed to Julian Togelius.

176 records · Page 10Linked to original sources

Procedural Content Generation via Machine Learning (PCGML)

This survey explores Procedural Content Generation via Machine Learning (PCGML), defined as the generation of game content using machine learning models trained on existing content. As the importance of PCG for game development increases, researchers explore new avenues for generating high-quality content with or without human involvement; this paper addresses the relatively new paradigm of using machine learning (in contrast with search-based, solver-based, and constructive methods). We focus on what is most often considered functional game content such as platformer levels, game maps, interactive fiction stories, and cards in collectible card games, as opposed to cosmetic content such as sprites and sound effects. In addition to using PCG for autonomous generation, co-creativity, mixed-initiative design, and compression, PCGML is suited for repair, critique, and content analysis because of its focus on modeling existing content. We discuss various data sources and representations that affect the resulting generated content. Multiple PCGML methods are covered, including neural networks, long short-term memory (LSTM) networks, autoencoders, and deep convolutional networks; Markov models, $n$-grams, and multi-dimensional Markov chains; clustering; and matrix factorization. Finally, we discuss open problems in the application of PCGML, including learning from small datasets, lack of training data, multi-layered learning, style-transfer, parameter tuning, and PCG as a game mechanic.

cs.AI↗

Automated Playtesting with Procedural Personas through MCTS with Evolved Heuristics

This paper describes a method for generative player modeling and its application to the automatic testing of game content using archetypal player models called procedural personas. Theoretically grounded in psychological decision theory, procedural personas are implemented using a variation of Monte Carlo Tree Search (MCTS) where the node selection criteria are developed using evolutionary computation, replacing the standard UCB1 criterion of MCTS. Using these personas we demonstrate how generative player models can be applied to a varied corpus of game levels and demonstrate how different play styles can be enacted in each level. In short, we use artificially intelligent personas to construct synthetic playtesters. The proposed approach could be used as a tool for automatic play testing when human feedback is not readily available or when quick visualization of potential interactions is necessary. Possible applications include interactive tools during game development or procedural content generation systems where many evaluations must be conducted within a short time span.

cs.AI↗

Who Killed Albert Einstein? From Open Data to Murder Mystery Games

This paper presents a framework for generating adventure games from open data. Focusing on the murder mystery type of adventure games, the generator is able to transform open data from Wikipedia articles, OpenStreetMap and images from Wikimedia Commons into WikiMysteries. Every WikiMystery game revolves around the murder of a person with a Wikipedia article and populates the game with suspects who must be arrested by the player if guilty of the murder or absolved if innocent. Starting from only one person as the victim, an extensive generative pipeline finds suspects, their alibis, and paths connecting them from open data, transforms open data into cities, buildings, non-player characters, locks and keys and dialog options. The paper describes in detail each generative step, provides a specific playthrough of one WikiMystery where Albert Einstein is murdered, and evaluates the outcomes of games generated for the 100 most influential people of the 20th century.

cs.AI↗

Deceptive Games

Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in the Video Game Description Language (VGDL) implementing specific types of deception, classified by the cognitive biases they exploit. VGDL games can be run in the General Video Game Artificial Intelligence (GVGAI) Framework, making it possible to test a variety of existing AI agents that have been submitted to the GVGAI Competition on these deceptive games. Our results show that all tested agents are vulnerable to several kinds of deception, but that different agents have different weaknesses. This suggests that we can use deception to understand the capabilities of a game-playing algorithm, and game-playing algorithms to characterize the deception displayed by a game.

cs.AI↗

Deep Interactive Evolution

This paper describes an approach that combines generative adversarial networks (GANs) with interactive evolutionary computation (IEC). While GANs can be trained to produce lifelike images, they are normally sampled randomly from the learned distribution, providing limited control over the resulting output. On the other hand, interactive evolution has shown promise in creating various artifacts such as images, music and 3D objects, but traditionally relies on a hand-designed evolvable representation of the target domain. The main insight in this paper is that a GAN trained on a specific target domain can act as a compact and robust genotype-to-phenotype mapping (i.e. most produced phenotypes do resemble valid domain artifacts). Once such a GAN is trained, the latent vector given as input to the GAN's generator network can be put under evolutionary control, allowing controllable and high-quality image generation. In this paper, we demonstrate the advantage of this novel approach through a user study in which participants were able to evolve images that strongly resemble specific target images.

cs.NE↗

Autoencoder-augmented Neuroevolution for Visual Doom Playing

Neuroevolution has proven effective at many reinforcement learning tasks, but does not seem to scale well to high-dimensional controller representations, which are needed for tasks where the input is raw pixel data. We propose a novel method where we train an autoencoder to create a comparatively low-dimensional representation of the environment observation, and then use CMA-ES to train neural network controllers acting on this input data. As the behavior of the agent changes the nature of the input data, the autoencoder training progresses throughout evolution. We test this method in the VizDoom environment built on the classic FPS Doom, where it performs well on a health-pack gathering task.

cs.AI↗

Evolving Game Skill-Depth using General Video Game AI Agents

Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise.

cs.AI↗

AI Researchers, Video Games Are Your Friends!

If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This chapter lays out the case for both of these propositions. It asks the question "what can video games do for AI", and discusses how in particular general video game playing is the ideal testbed for artificial general intelligence research. It then asks the question "what can AI do for video games", and lays out a vision for what video games might look like if we had significantly more advanced AI at our disposal. The chapter is based on my keynote at IJCCI 2015, and is written in an attempt to be accessible to a broad audience.

cs.AI↗

Neuroevolution in Games: State of the Art and Open Challenges

This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE in games along five different axes, which are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved, how the fitness is determined and what type of input the network receives. The article also highlights important open research challenges in the field.

cs.NE↗

The Case for a Mixed-Initiative Collaborative Neuroevolution Approach

It is clear that the current attempts at using algorithms to create artificial neural networks have had mixed success at best when it comes to creating large networks and/or complex behavior. This should not be unexpected, as creating an artificial brain is essentially a design problem. Human design ingenuity still surpasses computational design for most tasks in most domains, including architecture, game design, and authoring literary fiction. This leads us to ask which the best way is to combine human and machine design capacities when it comes to designing artificial brains. Both of them have their strengths and weaknesses; for example, humans are much too slow to manually specify thousands of neurons, let alone the billions of neurons that go into a human brain, but on the other hand they can rely on a vast repository of common-sense understanding and design heuristics that can help them perform a much better guided search in design space than an algorithm. Therefore, in this paper we argue for a mixed-initiative approach for collaborative online brain building and present first results towards this goal.

cs.NE↗

Active Player Modelling

We argue for the use of active learning methods for player modelling. In active learning, the learning algorithm chooses where to sample the search space so as to optimise learning progress. We hypothesise that player modelling based on active learning could result in vastly more efficient learning, but will require big changes in how data is collected. Some example active player modelling scenarios are described. A particular form of active learning is also equivalent to an influential formalisation of (human and machine) curiosity, and games with active learning could therefore be seen as being curious about the player. We further hypothesise that this form of curiosity is symmetric, and therefore that games that explore their players based on the principles of active learning will turn out to select game configurations that are interesting to the player that is being explored.

cs.LG↗

Measuring Intelligence through Games

Artificial general intelligence (AGI) refers to research aimed at tackling the full problem of artificial intelligence, that is, create truly intelligent agents. This sets it apart from most AI research which aims at solving relatively narrow domains, such as character recognition, motion planning, or increasing player satisfaction in games. But how do we know when an agent is truly intelligent? A common point of reference in the AGI community is Legg and Hutter's formal definition of universal intelligence, which has the appeal of simplicity and generality but is unfortunately incomputable. Games of various kinds are commonly used as benchmarks for "narrow" AI research, as they are considered to have many important properties. We argue that many of these properties carry over to the testing of general intelligence as well. We then sketch how such testing could practically be carried out. The central part of this sketch is an extension of universal intelligence to deal with finite time, and the use of sampling of the space of games expressed in a suitably biased game description language.

cs.AI↗

Evolving controllers for simulated car racing

This paper describes the evolution of controllers for racing a simulated radio-controlled car around a track, modelled on a real physical track. Five different controller architectures were compared, based on neural networks, force fields and action sequences. The controllers use either egocentric (first person), Newtonian (third person) or no information about the state of the car (open-loop controller). The only controller that was able to evolve good racing behaviour was based on a neural network acting on egocentric inputs.

cs.NE↗

Evolution of a Subsumption Architecture Neurocontroller

An approach to robotics called layered evolution and merging features from the subsumption architecture into evolutionary robotics is presented, and its advantages are discussed. This approach is used to construct a layered controller for a simulated robot that learns which light source to approach in an environment with obstacles. The evolvability and performance of layered evolution on this task is compared to (standard) monolithic evolution, incremental and modularised evolution. To corroborate the hypothesis that a layered controller performs at least as well as an integrated one, the evolved layers are merged back into a single network. On the grounds of the test results, it is argued that layered evolution provides a superior approach for many tasks, and it is suggested that this approach may be the key to scaling up evolutionary robotics.

cs.AI↗