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Julian Togelius

Publications and source records attributed to Julian Togelius.

At least 127 records · Page 7Linked to original sources

Tree Search vs Optimization Approaches for Map Generation

Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate the applicability of several tree search methods to level generation and compare them systematically with several optimization algorithms, including evolutionary algorithms. We compare them on three different game level generation problems: Binary, Zelda, and Sokoban. We introduce two new representations that can help tree search algorithms deal with the large branching factor of the generation problem. We find that in general, optimization algorithms clearly outperform tree search algorithms, but given the right problem representation certain tree search algorithms perform similarly to optimization algorithms, and in one particular problem, we see surprisingly strong results from MCTS.

cs.AI↗

PCGRL: Procedural Content Generation via Reinforcement Learning

We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is learned. By seeing the design problem as a sequential task, we can use reinforcement learning to learn how to take the next action so that the expected final level quality is maximized. This approach can be used when few or no examples exist to train from, and the trained generator is very fast. We investigate three different ways of transforming two-dimensional level design problems into Markov decision processes and apply these to three game environments.

cs.LG↗

Multi-Objective level generator generation with Marahel

This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language. We use NSGA-II, a multi-objective optimization algorithm, to search for generators for three different problems (Binary, Zelda, and Sokoban). We restrict the representation to a subset of Marahel language to push the evolution to find more efficient generators. The results show that the generated generators were able to achieve good performance on most of the fitness functions over these three problems. However, on Zelda and Sokoban, they tend to depend on the initial state than modifying the map.

cs.NE↗

Rotation, Translation, and Cropping for Zero-Shot Generalization

Deep Reinforcement Learning (DRL) has shown impressive performance on domains with visual inputs, in particular various games. However, the agent is usually trained on a fixed environment, e.g. a fixed number of levels. A growing mass of evidence suggests that these trained models fail to generalize to even slight variations of the environments they were trained on. This paper advances the hypothesis that the lack of generalization is partly due to the input representation, and explores how rotation, cropping and translation could increase generality. We show that a cropped, translated and rotated observation can get better generalization on unseen levels of two-dimensional arcade games from the GVGAI framework. The generality of the agents is evaluated on both human-designed and procedurally generated levels.

cs.LG↗

Baba is Y'all: Collaborative Mixed-Initiative Level Design

We present a collaborative mixed-initiative system for building levels for the puzzle game "Baba is You". Unlike previous mixed-initiative systems, Baba is Y'all is designed for collaborative asynchronous creation by multiple users over the internet. The system includes several AI-assisted features to help designers, including a level evolver and an automated player for playtesting. The level archives catalogues levels according to which mechanics are implemented and not implemented, allowing the system to ask users to design levels with specific combinations of mechanics. We describe the operation of the system and the results of small-scale informal user test, and discuss future development paths for this system as well as for collaborative mixed-initiative systems in general.

cs.HC↗

Multi-Stage Transfer Learning with an Application to Selection Process

In multi-stage processes, decisions happen in an ordered sequence of stages. Many of them have the structure of dual funnel problem: as the sample size decreases from one stage to the other, the information increases. A related example is a selection process, where applicants apply for a position, prize, or grant. In each stage, more applicants are evaluated and filtered out, and from the remaining ones, more information is collected. In the last stage, decision-makers use all available information to make their final decision. To train a classifier for each stage becomes impracticable as they can underfit due to the low dimensionality in early stages or overfit due to the small sample size in the latter stages. In this work, we proposed a \textit{Multi-StaGe Transfer Learning} (MSGTL) approach that uses knowledge from simple classifiers trained in early stages to improve the performance of classifiers in the latter stages. By transferring weights from simpler neural networks trained in larger datasets, we able to fine-tune more complex neural networks in the latter stages without overfitting due to the small sample size. We show that it is possible to control the trade-off between conserving knowledge and fine-tuning using a simple probabilistic map. Experiments using real-world data demonstrate the efficacy of our approach as it outperforms other state-of-the-art methods for transfer learning and regularization.

cs.LG↗

Advanced Cauchy Mutation for Differential Evolution in Numerical Optimization

Among many evolutionary algorithms, differential evolution (DE) has received much attention over the last two decades. DE is a simple yet powerful evolutionary algorithm that has been used successfully to optimize various real-world problems. Since it was introduced, many researchers have developed new methods for DE, and one of them makes use of a mutation based on the Cauchy distribution to increase the convergence speed of DE. The method monitors the results of each individual in the selection operator and performs the Cauchy mutation on consecutively failed individuals, which generates mutant vectors by perturbing the best individual with the Cauchy distribution. Therefore, the method can locate the consecutively failed individuals to new positions close to the best individual. Although this approach is interesting, it fails to take into account establishing a balance between exploration and exploitation. In this paper, we propose a sigmoid based parameter control that alters the failure threshold for performing the Cauchy mutation in a time-varying schedule, which can establish a good ratio between exploration and exploitation. Experiments and comparisons have been done with six conventional and six advanced DE variants on a set of 30 benchmark problems, which indicate that the DE variants assisted by the proposed algorithm are highly competitive, especially for multimodal functions.

cs.NE↗

A Fast and Efficient Stochastic Opposition-Based Learning for Differential Evolution in Numerical Optimization

A fast and efficient stochastic opposition-based learning (OBL) variant is proposed in this paper. OBL is a machine learning concept to accelerate the convergence of soft computing algorithms, which consists of simultaneously calculating an original solution and its opposite. Recently, a stochastic OBL variant called BetaCOBL was proposed, which is capable of controlling the degree of opposite solutions, preserving useful information held by original solutions, and preventing the waste of fitness evaluations. While it has shown outstanding performance compared to several state-of-the-art OBL variants, the high computational cost of BetaCOBL may hinder it from cost-sensitive optimization problems. Also, as it assumes that the decision variables of a given problem are independent, BetaCOBL may be ineffective for optimizing inseparable problems. In this paper, we propose an improved BetaCOBL that mitigates all the limitations. The proposed algorithm called iBetaCOBL reduces the computational cost from $O(NP^{2} \cdot D)$ to $O(NP \cdot D)$ ($NP$ and $D$ stand for population size and a dimension, respectively) using a linear time diversity measure. Also, the proposed algorithm preserves strongly dependent variables that are adjacent to each other using multiple exponential crossover. We used differential evolution (DE) variants to evaluate the performance of the proposed algorithm. The results of the performance evaluations on a set of 58 test functions show the excellent performance of iBetaCOBL compared to ten state-of-the-art OBL variants, including BetaCOBL.

cs.NE↗

Capturing Local and Global Patterns in Procedural Content Generation via Machine Learning

Recent procedural content generation via machine learning (PCGML) methods allow learning from existing content to produce similar content automatically. While these approaches are able to generate content for different games (e.g. Super Mario Bros., DOOM, Zelda, and Kid Icarus), it is an open questions how well these approaches can capture large-scale visual patterns such as symmetry. In this paper, we propose match-three games as a domain to test PCGML algorithms regarding their ability to generate suitable patterns. We demonstrate that popular algorithm such as Generative Adversarial Networks struggle in this domain and propose adaptations to improve their performance. In particular we augment the neighborhood of a Markov Random Fields approach to not only take local but also symmetric positional information into account. We conduct several empirical tests including a user study that show the improvements achieved by the proposed modifications, and obtain promising results.

cs.AI↗

A Continuous Information Gain Measure to Find the Most Discriminatory Problems for AI Benchmarking

This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI) framework, allowing us to identify a smaller set of games that still gives a large amount of information about the abilities of different game-playing agents. This approach can be used to make agent testing more efficient. We can achieve almost as good discriminatory accuracy when testing on only a handful of games as when testing on more than a hundred games, something which is often computationally infeasible. Furthermore, this method can be extended to study the dimensions of the effective variance in game design between these games, allowing us to identify which games differentiate between agents in the most complementary ways.

cs.AI↗

Covariance Matrix Adaptation for the Rapid Illumination of Behavior Space

We focus on the challenge of finding a diverse collection of quality solutions on complex continuous domains. While quality diver-sity (QD) algorithms like Novelty Search with Local Competition (NSLC) and MAP-Elites are designed to generate a diverse range of solutions, these algorithms require a large number of evaluations for exploration of continuous spaces. Meanwhile, variants of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES) are among the best-performing derivative-free optimizers in single-objective continuous domains. This paper proposes a new QD algorithm called Covariance Matrix Adaptation MAP-Elites (CMA-ME). Our new algorithm combines the self-adaptation techniques of CMA-ES with archiving and mapping techniques for maintaining diversity in QD. Results from experiments based on standard continuous optimization benchmarks show that CMA-ME finds better-quality solutions than MAP-Elites; similarly, results on the strategic game Hearthstone show that CMA-ME finds both a higher overall quality and broader diversity of strategies than both CMA-ES and MAP-Elites. Overall, CMA-ME more than doubles the performance of MAP-Elites using standard QD performance metrics. These results suggest that QD algorithms augmented by operators from state-of-the-art optimization algorithms can yield high-performing methods for simultaneously exploring and optimizing continuous search spaces, with significant applications to design, testing, and reinforcement learning among other domains.

cs.LG↗

Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners

Hanabi is a cooperative game that challenges exist-ing AI techniques due to its focus on modeling the mental states ofother players to interpret and predict their behavior. While thereare agents that can achieve near-perfect scores in the game byagreeing on some shared strategy, comparatively little progresshas been made in ad-hoc cooperation settings, where partnersand strategies are not known in advance. In this paper, we showthat agents trained through self-play using the popular RainbowDQN architecture fail to cooperate well with simple rule-basedagents that were not seen during training and, conversely, whenthese agents are trained to play with any individual rule-basedagent, or even a mix of these agents, they fail to achieve goodself-play scores.

cs.AI↗

Increasing Generality in Machine Learning through Procedural Content Generation

Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce authoring burden, limit storage space requirements, and enable particular aesthetics, a large number of PCG methods have been devised by game developers. Additionally, researchers have explored adapting methods from machine learning, optimization, and constraint solving to PCG problems. Games have been widely used in AI research since the inception of the field, and in recent years have been used to develop and benchmark new machine learning algorithms. Through this practice, it has become more apparent that these algorithms are susceptible to overfitting. Often, an algorithm will not learn a general policy, but instead a policy that will only work for a particular version of a particular task with particular initial parameters. In response, researchers have begun exploring randomization of problem parameters to counteract such overfitting and to allow trained policies to more easily transfer from one environment to another, such as from a simulated robot to a robot in the real world. Here we review the large amount of existing work on PCG, which we believe has an important role to play in increasing the generality of machine learning methods. The main goal here is to present RL/AI with new tools from the PCG toolbox, and its secondary goal is to explain to game developers and researchers a way in which their work is relevant to AI research.

cs.AI↗

Adversarial Encoder-Multi-Task-Decoder for Multi-Stage Processes

In multi-stage processes, decisions occur in an ordered sequence of stages. Early stages usually have more observations with general information (easier/cheaper to collect), while later stages have fewer observations but more specific data. This situation can be represented by a dual funnel structure, in which the sample size decreases from one stage to the other while the information increases. Training classifiers in this scenario is challenging since information in the early stages may not contain distinct patterns to learn (underfitting). In contrast, the small sample size in later stages can cause overfitting. We address both cases by introducing a framework that combines adversarial autoencoders (AAE), multi-task learning (MTL), and multi-label semi-supervised learning (MLSSL). We improve the decoder of the AAE with an MTL component so it can jointly reconstruct the original input and use feature nets to predict the features for the next stages. We also introduce a sequence constraint in the output of an MLSSL classifier to guarantee the sequential pattern in the predictions. Using real-world data from different domains (selection process, medical diagnosis), we show that our approach outperforms other state-of-the-art methods.

cs.LG↗

Unified Multi-Domain Learning and Data Imputation using Adversarial Autoencoder

We present a novel framework that can combine multi-domain learning (MDL), data imputation (DI) and multi-task learning (MTL) to improve performance for classification and regression tasks in different domains. The core of our method is an adversarial autoencoder that can: (1) learn to produce domain-invariant embeddings to reduce the difference between domains; (2) learn the data distribution for each domain and correctly perform data imputation on missing data. For MDL, we use the Maximum Mean Discrepancy (MMD) measure to align the domain distributions. For DI, we use an adversarial approach where a generator fill in information for missing data and a discriminator tries to distinguish between real and imputed values. Finally, using the universal feature representation in the embeddings, we train a classifier using MTL that given input from any domain, can predict labels for all domains. We demonstrate the superior performance of our approach compared to other state-of-art methods in three distinct settings, DG-DI in image recognition with unstructured data, MTL-DI in grade estimation with structured data and MDMTL-DI in a selection process using mixed data.

cs.LG↗

Mario Level Generation From Mechanics Using Scene Stitching

This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, our system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The system outputs levels that have a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare our system to a greedy method that selects scenes that maximize the target mechanics. Our system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process compared to the greedy approach.

cs.AI↗

Bootstrapping Conditional GANs for Video Game Level Generation

Generative Adversarial Networks (GANs) have shown im-pressive results for image generation. However, GANs facechallenges in generating contents with certain types of con-straints, such as game levels. Specifically, it is difficult togenerate levels that have aesthetic appeal and are playable atthe same time. Additionally, because training data usually islimited, it is challenging to generate unique levels with cur-rent GANs. In this paper, we propose a new GAN architec-ture namedConditional Embedding Self-Attention Genera-tive Adversarial Network(CESAGAN) and a new bootstrap-ping training procedure. The CESAGAN is a modification ofthe self-attention GAN that incorporates an embedding fea-ture vector input to condition the training of the discriminatorand generator. This allows the network to model non-localdependency between game objects, and to count objects. Ad-ditionally, to reduce the number of levels necessary to trainthe GAN, we propose a bootstrapping mechanism in whichplayable generated levels are added to the training set. Theresults demonstrate that the new approach does not only gen-erate a larger number of levels that are playable but also gen-erates fewer duplicate levels compared to a standard GAN.

cs.NE↗

Leveling the Playing Field -- Fairness in AI Versus Human Game Benchmarks

From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target been finally met for traditional tabletop games such as Backgammon, Chess and Go. Current research focus has shifted to electronic games, which provide unique challenges. As is often the case with AI research, these results are liable to be exaggerated or misrepresented by either authors or third parties. The extent to which these games benchmark consist of fair competition between human and AI is also a matter of debate. In this work, we review the statements made by authors and third parties in the general media and academic circle about these game benchmark results and discuss factors that can impact the perception of fairness in the contest between humans and machines

cs.AI↗