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Julian Togelius

Publications and source records attributed to Julian Togelius.

At least 163 records · Page 9Linked to original sources

DeepTingle

DeepTingle is a text prediction and classification system trained on the collected works of the renowned fantastic gay erotica author Chuck Tingle. Whereas the writing assistance tools you use everyday (in the form of predictive text, translation, grammar checking and so on) are trained on generic, purportedly "neutral" datasets, DeepTingle is trained on a very specific, internally consistent but externally arguably eccentric dataset. This allows us to foreground and confront the norms embedded in data-driven creativity and productivity assistance tools. As such tools effectively function as extensions of our cognition into technology, it is important to identify the norms they embed within themselves and, by extension, us. DeepTingle is realized as a web application based on LSTM networks and the GloVe word embedding, implemented in JavaScript with Keras-JS.

cs.CL↗

Playing Atari with Six Neurons

Deep reinforcement learning, applied to vision-based problems like Atari games, maps pixels directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based on it. By separating the image processing from decision-making, one could better understand the complexity of each task, as well as potentially find smaller policy representations that are easier for humans to understand and may generalize better. To this end, we propose a new method for learning policies and compact state representations separately but simultaneously for policy approximation in reinforcement learning. State representations are generated by an encoder based on two novel algorithms: Increasing Dictionary Vector Quantization makes the encoder capable of growing its dictionary size over time, to address new observations as they appear in an open-ended online-learning context; Direct Residuals Sparse Coding encodes observations by disregarding reconstruction error minimization, and aiming instead for highest information inclusion. The encoder autonomously selects observations online to train on, in order to maximize code sparsity. As the dictionary size increases, the encoder produces increasingly larger inputs for the neural network: this is addressed by a variation of the Exponential Natural Evolution Strategies algorithm which adapts its probability distribution dimensionality along the run. We test our system on a selection of Atari games using tiny neural networks of only 6 to 18 neurons (depending on the game's controls). These are still capable of achieving results comparable---and occasionally superior---to state-of-the-art techniques which use two orders of magnitude more neurons.

cs.LG↗

General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms

General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demand of different research directions. The agents are required either to play multiple unknown games with or without access to game simulations, or to design new game levels or rules. This survey paper presents the VGDL, the GVGAI framework, existing tracks, and reviews the wide use of GVGAI framework in research, education and competitions five years after its birth. A future plan of framework improvements is also described.

cs.AI↗

Deep Learning for Video Game Playing

In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse rewards.

cs.AI↗

Illuminating Generalization in Deep Reinforcement Learning through Procedural Level Generation

Deep reinforcement learning (RL) has shown impressive results in a variety of domains, learning directly from high-dimensional sensory streams. However, when neural networks are trained in a fixed environment, such as a single level in a video game, they will usually overfit and fail to generalize to new levels. When RL models overfit, even slight modifications to the environment can result in poor agent performance. This paper explores how procedurally generated levels during training can increase generality. We show that for some games procedural level generation enables generalization to new levels within the same distribution. Additionally, it is possible to achieve better performance with less data by manipulating the difficulty of the levels in response to the performance of the agent. The generality of the learned behaviors is also evaluated on a set of human-designed levels. The results suggest that the ability to generalize to human-designed levels highly depends on the design of the level generators. We apply dimensionality reduction and clustering techniques to visualize the generators' distributions of levels and analyze to what degree they can produce levels similar to those designed by a human.

cs.LG↗

DeepMasterPrints: Generating MasterPrints for Dictionary Attacks via Latent Variable Evolution

Recent research has demonstrated the vulnerability of fingerprint recognition systems to dictionary attacks based on MasterPrints. MasterPrints are real or synthetic fingerprints that can fortuitously match with a large number of fingerprints thereby undermining the security afforded by fingerprint systems. Previous work by Roy et al. generated synthetic MasterPrints at the feature-level. In this work we generate complete image-level MasterPrints known as DeepMasterPrints, whose attack accuracy is found to be much superior than that of previous methods. The proposed method, referred to as Latent Variable Evolution, is based on training a Generative Adversarial Network on a set of real fingerprint images. Stochastic search in the form of the Covariance Matrix Adaptation Evolution Strategy is then used to search for latent input variables to the generator network that can maximize the number of impostor matches as assessed by a fingerprint recognizer. Experiments convey the efficacy of the proposed method in generating DeepMasterPrints. The underlying method is likely to have broad applications in fingerprint security as well as fingerprint synthesis.

cs.CV↗

Generating Levels That Teach Mechanics

The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that introduces the player to a game mechanic. It evolves small levels for the Mario AI Framework that can only be beaten by an agent that knows how to perform specific actions in the game. It uses variations of a perfect A* agent that are limited in various ways, such as not being able to jump high or see enemies, to test how failing to do certain actions can stop the player from beating the level.

cs.AI↗

DATA Agent

This paper introduces DATA Agent, a system which creates murder mystery adventures from open data. In the game, the player takes on the role of a detective tasked with finding the culprit of a murder. All characters, places, and items in DATA Agent games are generated using open data as source content. The paper discusses the general game design and user interface of DATA Agent, and provides details on the generative algorithms which transform linked data into different game objects. Findings from a user study with 30 participants playing through two games of DATA Agent show that the game is easy and fun to play, and that the mysteries it generates are straightforward to solve.

cs.AI↗

Towards Game-based Metrics for Computational Co-creativity

We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value, surprise and interestingness. We review how these concepts are measured in current computational intelligence research and provide a mapping from modern electronic and tabletop games to open research problems in mixed-initiative systems and computational co-creativity. We propose application scenarios for future research, and a number of metrics under which the performance of cooperative agents in these environments will be evaluated.

cs.AI↗

Evolving Agents for the Hanabi 2018 CIG Competition

Hanabi is a cooperative card game with hidden information that has won important awards in the industry and received some recent academic attention. A two-track competition of agents for the game will take place in the 2018 CIG conference. In this paper, we develop a genetic algorithm that builds rule-based agents by determining the best sequence of rules from a fixed rule set to use as strategy. In three separate experiments, we remove human assumptions regarding the ordering of rules, add new, more expressive rules to the rule set and independently evolve agents specialized at specific game sizes. As result, we achieve scores superior to previously published research for the mirror and mixed evaluation of agents.

cs.AI↗

AtDelfi: Automatically Designing Legible, Full Instructions For Games

This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (AuTomatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that teach players how to play video games. We present a representation of game rules and mechanics using a graph system as well as a tutorial generation method that uses said graph representation. We demonstrate the concept by testing it on games within the General Video Game Artificial Intelligence (GVG-AI) framework; the paper discusses tutorials generated for eight different games. Our findings suggest that a graph representation scheme works well for simple arcade style games such as Space Invaders and Pacman, but it appears that tutorials for more complex games might require higher-level understanding of the game than just single mechanics.

cs.AI↗

Generative Design in Minecraft (GDMC), Settlement Generation Competition

This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, aesthetically appealing and believable settlements adapted to a given Minecraft map - ideally at a level that can compete with human created designs. The aim of the competition is to advance procedural content generation for games, especially in overcoming the challenges of adaptive and holistic PCG. The paper introduces the technical details of the challenge, but mostly focuses on what challenges this competition provides and why they are scientifically relevant.

cs.AI↗

Talakat: Bullet Hell Generation through Constrained Map-Elites

We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible- infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.

cs.AI↗

Deep Reinforcement Learning for General Video Game AI

The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions.

cs.LG↗

New And Surprising Ways to Be Mean. Adversarial NPCs with Coupled Empowerment Minimisation

Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that rely heavily on procedural content generation. We have previously addressed this challenge by means of empowerment, a model of intrinsic motivation, and demonstrated how a coupled empowerment maximisation (CEM) policy can yield generic, companion-like behaviour. In this paper, we extend the CEM framework with a minimisation policy to give rise to adversarial behaviour. We conduct a qualitative, exploratory study in a dungeon-crawler game, demonstrating that CEM can exploit the affordances of different content facets in adaptive adversarial behaviour without modifications to the policy. Changes to the level design, underlying mechanics and our character's actions do not threaten our NPC's robustness, but yield new and surprising ways to be mean.

cs.AI↗

"Press Space to Fire": Automatic Video Game Tutorial Generation

We propose the problem of tutorial generation for games, i.e. to generate tutorials which can teach players to play games, as an AI problem. This problem can be approached in several ways, including generating natural language descriptions of game rules, generating instructive game levels, and generating demonstrations of how to play a game using agents that play in a human-like manner. We further argue that the General Video Game AI framework provides a useful testbed for addressing this problem.

cs.AI↗

Data-driven Design: A Case for Maximalist Game Design

Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity. This paper discusses the use of maximalism in game design and particularly in data games, which are games that are generated partly based on open data. Using Data Adventures, a series of generators that create adventure games from data sources such as Wikipedia and OpenStreetMap, as a lens we explore several tradeoffs and issues in maximalist game design. This includes the tension between transformation and fidelity, between decorative and functional content, and legal and ethical issues resulting from this type of generativity. This paper sketches out the design space of maximalist data-driven games, a design space that is mostly unexplored.

cs.HC↗