Inductive general game playing

被引:13
|
作者
Cropper, Andrew [1 ]
Evans, Richard [2 ]
Law, Mark [2 ]
机构
[1] Univ Oxford, Oxford, England
[2] Imperial Coll London, London, England
关键词
Program induction; Program synthesis; Inductive logic programming; General game playing; ANSWER; COMPLEXITY; PROGRAMS; RULES;
D O I
10.1007/s10994-019-05843-w
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
General game playing (GGP) is a framework for evaluating an agent's general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generating game traces. The winner of the GGP competition is the agent that gets the best total score over all the games. In this paper, we invert this task: a learner is given game traces and the task is to learn the rules that could produce the traces. This problem is central toinductive general game playing(IGGP). We introduce a technique that automatically generates IGGP tasks from GGP games. We introduce an IGGP dataset which contains traces from 50 diverse games, such asSudoku,Sokoban, andCheckers. We claim that IGGP is difficult for existing inductive logic programming (ILP) approaches. To support this claim, we evaluate existing ILP systems on our dataset. Our empirical results show that most of the games cannot be correctly learned by existing systems. The best performing system solves only 40% of the tasks perfectly. Our results suggest that IGGP poses many challenges to existing approaches. Furthermore, because we can automatically generate IGGP tasks from GGP games, our dataset will continue to grow with the GGP competition, as new games are added every year. We therefore think that the IGGP problem and dataset will be valuable for motivating and evaluating future research.
引用
收藏
页码:1393 / 1434
页数:42
相关论文
共 50 条
  • [21] Game State Evaluation Heuristics in General Video Game Playing
    Santos, Bruno S.
    Bernardino, Heder S.
    [J]. 2018 17TH BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES 2018), 2018, : 147 - 156
  • [22] Embedding a Card Game Language into a General Game Playing Language
    Kowalski, Jakub
    [J]. STAIRS 2014, 2014, 264 : 161 - 170
  • [23] Evaluating Generalisation in General Video Game Playing
    Balla, Martin
    Lucas, Simon M.
    Perez-Liebana, Diego
    [J]. 2020 IEEE CONFERENCE ON GAMES (IEEE COG 2020), 2020, : 423 - 430
  • [24] A Temporal Proof System for General Game Playing
    Thielscher, Michael
    Voigt, Sebastian
    [J]. PROCEEDINGS OF THE TWENTY-FOURTH AAAI CONFERENCE ON ARTIFICIAL INTELLIGENCE (AAAI-10), 2010, : 1000 - 1005
  • [25] Heuristic Evaluation Functions for General Game Playing
    Clune, James E.
    [J]. KUNSTLICHE INTELLIGENZ, 2011, 25 (01): : 73 - 74
  • [26] General game playing: Overview of the AAAI competition
    Genesereth, M
    Love, N
    Pell, B
    [J]. AI MAGAZINE, 2005, 26 (02) : 62 - 72
  • [27] Toward General Mathematical Game Playing Agents
    Ashlock, Daniel
    Kim, Eun-Youn
    Perez-Lebana, Diego
    [J]. PROCEEDINGS OF THE 2018 IEEE CONFERENCE ON COMPUTATIONAL INTELLIGENCE AND GAMES (CIG'18), 2018, : 110 - 116
  • [28] DISTANCE FEATURES FOR GENERAL GAME PLAYING AGENTS
    Michulke, Daniel
    Schiffel, Stephan
    [J]. ICAART: PROCEEDINGS OF THE 4TH INTERNATIONAL CONFERENCE ON AGENTS AND ARTIFICIAL INTELLIGENCE, VOL 1, 2012, : 127 - 136
  • [29] A Neuroevolution Approach to General Atari Game Playing
    Hausknecht, Matthew
    Lehman, Joel
    Miikkulainen, Risto
    Stone, Peter
    [J]. IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, 2014, 6 (04) : 355 - 366
  • [30] Exploring a Learning Architecture for General Game Playing
    Gunawan, Alvaro
    Ruan, Ji
    Thielscher, Michael
    Narayanan, Ajit
    [J]. AI 2020: ADVANCES IN ARTIFICIAL INTELLIGENCE, 2020, 12576 : 294 - 306