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Game Intelligence: The Future Simon M. Lucas Game Intelligence Group School of CS & EE University of Essex
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Game Intelligence: The Future Simon M. Lucas Game Intelligence Group School of CS & EE University of Essex.

Dec 19, 2015

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  • Slide 1
  • Game Intelligence: The Future Simon M. Lucas Game Intelligence Group School of CS & EE University of Essex
  • Slide 2
  • Meet Adrianne from nVidia
  • Slide 3
  • Beautiful, but not very bright, yet.
  • Slide 4
  • Game Intelligence Group Main Activity: General purpose intelligence for game agents 2 Academic staff 1 post-doc 10 PhD students
  • Slide 5
  • Approaches Evolution Reinforcement Learning Monte Carlo Tree Search
  • Slide 6
  • Conventional Game Tree Search Minimax with alpha-beta pruning, transposition tables Works well when: A good heuristic value function is known The branching factor is modest E.g. Chess: Deep Blue, Rybka Tree grows exponentially with search depth
  • Slide 7
  • Go Much tougher for computers High branching factor No good heuristic value function Although progress has been steady, it will take many decades of research and development before world-championship calibre go programs exist. Jonathan Schaeffer, 2001
  • Slide 8
  • MCTS Operation (fig from CadiaPlayer, Bjornsson and Finsson, IEEE T-CIAIG) Each iteration starts at the root Follows tree policy to reach a leaf node Then perform a random roll-out from there Node N is then added to tree Value of T back- propagated up tree
  • Slide 9
  • Upper Confidence Bounds on Trees (UCT) Node Selection Policy From Kocsis and Szepesvari (2006) Aim: optimal balance between exploration and exploitation Converges to optimal policy given infinite number of roll-outs Often not used in practice!
  • Slide 10
  • Sample MCTS Tree (fig from CadiaPlayer, Bjornsson and Finsson, IEEE T-CIAIG)
  • Slide 11
  • Learning Tree Policy and Roll-Out Policy Results for Othello (IEEE CIG 2011)
  • Slide 12
  • Research Leadership Grants Conference Series Journal Conference Special Sessions Competitions Software Toolkits (e.g. WOX, featured in MSDN Magazine)
  • Slide 13
  • Research Grants AI Games Network (EPSRC, 2007 2010; with Imperial and Bradford) UCT for Games and Beyond (EPSRC, 2010 2014, joint with Imperial and Bradford; 1.5M total, 489k Essex) Plus IEEE T-CIAIG Editorial Assistant + Travel
  • Slide 14
  • Slide 15
  • IEEE Transactions on Computational Intelligence and AI in Games Published quarterly since March 2009 Journal has made an excellent start
  • Slide 16
  • Competitions Many, many competitions Most recent: Ms Pac- Man versus Ghost Team: IEEE CEC 2011 An interesting and fun AI challenge Covered by New Scientist, Slashdot etc By Philipp Rohlfshagen and David Robles
  • Slide 17
  • Summary AI + Games Fantastic field to work in The BEST test-bed for general intelligence Monte-Carlo Tree Search + Reinforcement Learning: very promising! Reasonable standard general game playing is already a reality for many games Within the next 10 years well enjoy interacting with life-like AI characters
  • Slide 18
  • Sample Games