2017
DOI: 10.1007/978-3-319-54157-0_25
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Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games

Abstract: This paper proposes a benchmark for multi-objective optimization based on video game playing. The challenge is to optimize an agent to perform well on several different games, where each objective score corresponds to the performance on a different game. The benchmark is inspired from the quest for general intelligence in the form of general game playing, and builds on the General Video Game AI (GV-GAI) framework. As it is based on game-playing, this benchmark incorporates salient aspects of game-playing probl… Show more

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Cited by 3 publications
(4 citation statements)
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“…In the games tested, the rate of victories grew from 32.24% (normal MCTS) to 42.38% in the multi-objective version, showing great promise for this approach. In a different study, Khalifa et al [31] applied multi-objective concepts to evolving parameters for a tree selection confidence bounds equation. A previous work by Bravi [32] (also discussed in Section IV-D) provided multiple UCB equations for different games.…”
Section: B Tree Search Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…In the games tested, the rate of victories grew from 32.24% (normal MCTS) to 42.38% in the multi-objective version, showing great promise for this approach. In a different study, Khalifa et al [31] applied multi-objective concepts to evolving parameters for a tree selection confidence bounds equation. A previous work by Bravi [32] (also discussed in Section IV-D) provided multiple UCB equations for different games.…”
Section: B Tree Search Methodsmentioning
confidence: 99%
“…A previous work by Bravi [32] (also discussed in Section IV-D) provided multiple UCB equations for different games. The work in [31] evolved, using S-Metric Selection Evolutionary Multi-objective Optimization Algorithm (SMS-EMOA), the linear weights of a UCB equation that results of combining all from [32] in a single one. All these components respond to different and conflicting objectives, and their results show that it is possible to find good solutions for the games tested.…”
Section: B Tree Search Methodsmentioning
confidence: 99%
“…If we focus on the GVGAI methods because of its wider variety of algorithms, we see that AIJim, a variant of MCTS that performs well in several related domains (see [Browne et al, 2012]), has high generality. As for the low generality of NovTea, it is an Iterated Widthbased approach [Lipovetzky and Geffner, 2012], originally a planning technique, which tries to outperform MCTS in GVGAI with specific tuning (pruning using novelty test) [Bontrager et al, 2016].…”
Section: Technique Analysis: Ability and Generalitymentioning
confidence: 99%
“…Ultimately, it is crucial for AI researchers to know whether they are progressing through generality or through the exploitation of specific subfamilies of problems. The analysis under these key indicators represents a novel way of understanding not only benchmark results in AI , but also video game competitions (e.g., Super Mario Bros [Togelius et al, 2013], Angry Birds [Renz et al, 2015] or StarCraft AI competitions) as well as the existing architectures for multi-purpose game agents and bots addressing them [Hosu and Urzica, 2015], [Khalifa et al, 2017] . This kind of assessment may have a huge impact on how players and competitions are designed and how the results of the AI systems (and humans) are interpreted.…”
Section: Introductionmentioning
confidence: 99%