The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours.
This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA), an optimisation algorithm developed for noisy and expensive discrete (combinatorial) optimisation problems. The algorithm is applied to two game-based hyper-parameter optimisation problems. The N-Tuple system directly models the statistics, approximating the fitness and number of evaluations of each modelled combination of parameters. The model is simple, efficient and informative. Results show that the NTBEA significantly outperforms grid search and an estimation of distribution algorithm.
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit from such models, especially for games where there is a pre-existing corpus of levels to emulate. This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus. The approach successfully generates a variety of levels similar to one in the original corpus, but is further improved by application of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES). Specifically, various fitness functions are used to discover levels within the latent space of the GAN that maximize desired properties. Simple static properties are optimized, such as a given distribution of tile types. Additionally, the champion A* agent from the 2009 Mario AI competition is used to assess whether a level is playable, and how many jumping actions are required to beat it. These fitness functions allow for the discovery of levels that exist within the space of examples designed by experts, and also guide the search towards levels that fulfill one or more specified objectives.
This paper proposes an agent with particle swarm optimization (PSO) based on a Fuzzy Markup Language (FML) for students learning performance evaluation and educational applications, and the proposed agent is according to the response data from a conventional test and an item response theory. First, we apply a GS-based parameter estimation mechanism to estimate the items parameters according to the response data, and then to compare its results with those of an IRT-based Bayesian parameter estimation mechanism. In addition, we propose a static-IRT test assembly mechanism to assemble a form for the conventional test. The presented FML-based dynamic assessment mechanism infers the probability of making a correct response to the item for a student with various abilities. Moreover, this paper also proposes a novel PFML learning mechanism for optimizing the parameters between items and students. Finally, we adopt a K-fold cross validation mechanism to evaluate the performance of the proposed agent. Experimental results show that the novel PFML learning mechanism for the parameter estimation and learning optimization performs favorably. We believe the proposed PFML will be a reference for education research and pedagogy and an important co-learning mechanism for future human-machine educational applications.
While a number of different algorithms have recently been proposed for convolutional dictionary learning, this remains an expensive problem. The single biggest impediment to learning from large training sets is the memory requirements, which grow at least linearly with the size of the training set since all existing methods are batch algorithms. The work reported here addresses this limitation by extending online dictionary learning ideas to the convolutional context.
The compact genetic algorithm is an Estimation of Distribution Algorithm for binary optimisation problems. Unlike the standard Genetic Algorithm, no cross-over or mutation is involved. Instead, the compact Genetic Algorithm uses a virtual population represented as a probability distribution over the set of binary strings. At each optimisation iteration, exactly two individuals are generated by sampling from the distribution, and compared exactly once to determine a winner and a loser. The probability distribution is then adjusted to increase the likelihood of generating individuals similar to the winner. This paper introduces two straightforward variations of the compact Genetic Algorithm, each of which lead to a significant improvement in performance. The main idea is to make better use of each fitness evaluation, by ensuring that each evaluated individual is used in multiple win/loss comparisons. The first variation is to sample $n>2$ individuals at each iteration to make $n(n-1)/2$ comparisons. The second variation only samples one individual at each iteration but keeps a sliding history window of previous individuals to compare with. We evaluate methods on two noisy test problems and show that in each case they significantly outperform the compact Genetic Algorithm, while maintaining the simplicity of the algorithm.
A key part of any evolutionary algorithm is fitness evaluation. When fitness evaluations are corrupted by noise, as happens in many real-world problems as a consequence of various types of uncertainty, a strategy is needed in order to cope with this. Resampling is one of the most common strategies, whereby each solution is evaluated many times in order to reduce the variance of the fitness estimates. When evaluating the performance of a noisy optimisation algorithm, a key consideration is the stopping condition for the algorithm. A frequently used stopping condition in runtime analysis, known as "First Hitting Time", is to stop the algorithm as soon as it encounters the optimal solution. However, this is unrealistic for real-world problems, as if the optimal solution were already known, there would be no need to search for it. This paper argues that the use of First Hitting Time, despite being a commonly used approach, is significantly flawed and overestimates the quality of many algorithms in real-world cases, where the optimum is not known in advance and has to be genuinely searched for. A better alternative is to measure the quality of the solution an algorithm returns after a fixed evaluation budget, i.e., to focus on final solution quality. This paper argues that focussing on final solution quality is more realistic and demonstrates cases where the results produced by each algorithm evaluation method lead to very different conclusions regarding the quality of each noisy optimisation algorithm.
The OneMax problem is a standard benchmark optimisation problem for a binary search space. Recent work on applying a Bandit-Based Random Mutation Hill-Climbing algorithm to the noisy OneMax Problem showed that it is important to choose a good value for the resampling number to make a careful trade off between taking more samples in order to reduce noise, and taking fewer samples to reduce the total computational cost. This paper extends that observation, by deriving an analytical expression for the running time of the RMHC algorithm with resampling applied to the noisy OneMax problem, and showing both theoretically and empirically that the optimal resampling number increases with the number of dimensions in the search space.
Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these methods. Online or Rolling Horizon Evolution is one of the options available to evolve sequences of actions for planning in General Video Game Playing, but no research has been done up to date that explores the capabilities of the vanilla version of this algorithm in multiple games. This study aims to critically analyse the different configurations regarding population size and individual length in a set of 20 games from the General Video Game AI corpus. Distinctions are made between deterministic and stochastic games, and the implications of using superior time budgets are studied. Results show that there is scope for the use of these techniques, which in some configurations outperform Monte Carlo Tree Search, and also suggest that further research in these methods could boost their performance.
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the game's quality. Some of best agents for this purpose are General Video Game AI agents, since they can be deployed directly on a new game without game-specific tuning; these agents tend to be based on stochastic algorithms which give robust but noisy results and tend to be expensive to run. This motivates the main contribution of the paper: the development of the novel N-Tuple Bandit Evolutionary Algorithm, where a model is used to estimate the fitness of unsampled points and a bandit approach is used to balance exploration and exploitation of the search space. Initial results on optimising a Space Battle game variant suggest that the algorithm offers far more robust results than the Random Mutation Hill Climber and a Biased Mutation variant, which are themselves known to offer competitive performance across a range of problems. Subjective observations are also given by human players on the nature of the evolved games, which indicate a preference towards games generated by the N-Tuple algorithm.