Evaluating Generalisation in General Video Game Playing

被引:0
|
作者
Balla, Martin [1 ]
Lucas, Simon M. [1 ]
Perez-Liebana, Diego [1 ]
机构
[1] Queen Mary Univ London, London, England
基金
英国工程与自然科学研究理事会;
关键词
D O I
10.1109/cog47356.2020.9231530
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given for training, while 3 hidden levels are left for evaluation. This setup poses a difficult challenge for current Reinforcement Learning (RL) algorithms, as they typically require much more data. This work investigates 3 versions of the Advantage Actor-Critic (A2C) algorithm trained on a maximum of 2 levels from the available 5 from the GVGAI framework and compares their performance on all levels. The selected sub-set of games have different characteristics, like stochasticity, reward distribution and objectives. We found that stochasticity improves the generalisation, but too much can cause the algorithms to fail to learn the training levels. The quality of the training levels also matters, different sets of training levels can boost generalisation over all levels. In the GVGAI competition agents are scored based on their win rates and then their scores achieved in the games. We found that solely using the rewards provided by the game might not encourage winning.
引用
收藏
页码:423 / 430
页数:8
相关论文
共 50 条
  • [1] Neuroevolution for General Video Game Playing
    Samothrakis, Spyridon
    Perez-Liebana, Diego
    Lucas, Simon M.
    Fasli, Maria
    [J]. 2015 IEEE CONFERENCE ON COMPUTATIONAL INTELLIGENCE AND GAMES (CIG), 2015, : 200 - 207
  • [2] The 2014 General Video Game Playing Competition
    Perez-Liebana, Diego
    Samothrakis, Spyridon
    Togelius, Julian
    Schaul, Tom
    Lucas, Simon M.
    Couetoux, Adrien
    Lee, Jerry
    Lim, Chong-U
    Thompson, Tommy
    [J]. IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, 2016, 8 (03) : 229 - 243
  • [3] 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
  • [4] Reuse of Neural Modules for General Video Game Playing
    Braylan, Alexander
    Hollenbeck, Mark
    Meyerson, Elliot
    Miikkulainen, Risto
    [J]. THIRTIETH AAAI CONFERENCE ON ARTIFICIAL INTELLIGENCE, 2016, : 353 - 359
  • [5] MCTS with Influence Map for General Video Game Playing
    Park, Hyunsoo
    Kim, Kyung-Joong
    [J]. 2015 IEEE CONFERENCE ON COMPUTATIONAL INTELLIGENCE AND GAMES (CIG), 2015, : 534 - 535
  • [6] Analyzing the Robustness of General Video Game Playing Agents
    Perez-Liebana, Diego
    Samothrakis, Spyridon
    Togelius, Julian
    Schaul, Tom
    Lucas, Simon M.
    [J]. 2016 IEEE CONFERENCE ON COMPUTATIONAL INTELLIGENCE AND GAMES (CIG), 2016,
  • [7] Hyper-heuristic General Video Game Playing
    Mendes, Andre
    Togelius, Julian
    Nealen, Andy
    [J]. 2016 IEEE CONFERENCE ON COMPUTATIONAL INTELLIGENCE AND GAMES (CIG), 2016,
  • [8] Investigating MCTS Modifications in General Video Game Playing
    Frydenberg, Frederik
    Andersen, Kasper R.
    Risi, Sebastian
    Togelius, Julian
    [J]. 2015 IEEE CONFERENCE ON COMPUTATIONAL INTELLIGENCE AND GAMES (CIG), 2015, : 107 - 113
  • [9] Rolling Horizon NEAT for General Video Game Playing
    Perez-Liebana, Diego
    Alam, Muhammad Sajid
    Gaina, Raluca D.
    [J]. 2020 IEEE CONFERENCE ON GAMES (IEEE COG 2020), 2020, : 375 - 382
  • [10] Open Loop Search for General Video Game Playing
    Perez, Diego
    Dieskau, Jens
    Huenermund, Martin
    Mostaghim, Sanaz
    Lucas, Simon M.
    [J]. GECCO'15: PROCEEDINGS OF THE 2015 GENETIC AND EVOLUTIONARY COMPUTATION CONFERENCE, 2015, : 337 - 344