Investigation of learning Behavioural Functions in games - PowerPoint PPT Presentation

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Investigation of learning Behavioural Functions in games

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Title: Investigation of learning Behavioural Functions in games


1
Investigation of learning Behavioural Functions
in games
  • Jonathan Hitchcock
  • Supervisor George Wells

2
Background
  • Artificial Intelligence
  • Very useful to automate different behaviors
  • Games are a good model to test AI
  • An investigation into general game-intelligence
    will have implications for all AI
  • This project is a survey of what has been done in
    these areas

3
Classification (1)
  • Some games have very similar solutions
  • A solution to one will work for others
  • If a classification of these games can divide
    them into categories, then each category can be
    worked on
  • Characteristics of games that are important to
    their solution need to be found

4
Classification (2)
  • I found three important characteristics
  • Number of options available at each move
  • Size of search space for solution
  • Necessity of context for game position
  • Some characteristics seem important, but arent,
    for this project
  • Number of players
  • Perfect information
  • Zero-sum

5
Graph of Characteristics
options
context
search space
  • Note characteristics are not independent, and
    affect each other

6
Finite space, limited options, non-contextual
RoShamBo
  • Rock Paper Scissors
  • Very simple set of options
  • Yet, huge tournaments held, with different
    strategies tried out, etc
  • Some very clever methods thought up
  • Statistical, pattern matching, strategy-matching

7
RoShamBo tournament results
  • W L D
  • 1. Iocaine Powder 30 0 11
  • 2. Phasenbott 26 1 14
  • 3. Simple Modeller 24 2 15
  • 24. Random(optimal) 2 2 37
  • 28. Multi-strategy 12 21 8
  • 37. Beat Last Move 5 27 9
  • 38. Good Ole Rock 3 27 11
  • 40. Rotate R-P-S 1 26 14
  • 41. R-P-S 20-20-60 1 27 13

8
Finite space, limited options, contextual
Tic-Tac-Toe
  • More complex than non-contextual
  • Addition of context increases the search-space
  • Bean-playing, M.E.N.A.C.E
  • Investigate all options, mark as good or bad
  • After enough games, this will never lose
  • Weighting may be necessary, rather than simple
    boolean marking, due to size of space

9
Infinite space, limited options, non-contextual
Backgammon
  • Game is of indefinite length, options vary
  • A good move can be worked out from simply
    examining the position
  • Neural Nets have reached world-class level at
    backgammon, with no external training
  • Excel at strategic and positional judgment
  • Not good at technicalpositions (bearing in
    against an anchor) we solve by probabilities
  • 1,500,000 games needed to train

10
Infinite space, limited options, contextual
Rubik Cube
  • No indication that the solution is near
  • Search is possible, but very expensive
  • Search until solution no evaluation function
  • Externally taught solutions do well enough, but
    are not extendible
  • It seems a combination of searching and rules is
    necessary
  • Search a little, and generate rules from results

11
Infinite space, unlimited options (1) Chess
  • A very common problem
  • Generally solved using space-searches, but
    these are not perfect
  • Can use evaluation functions to shorten search
  • Methods such as pattern-matching have been tried,
    but are not too successful
  • Deep Blue uses very fast hardware, and highly
    optimized searches, with very game-specific
    evaluative functions

12
Infinite space, unlimited options (2) Robot Wars
  • A fairly common concept, very general battle
    simulator
  • Closest to real situation wide variety of
    actions, no specific goal
  • Rule-based solutions often do well (Quake bots)
  • Neural Nets and Genetic algorithms have also been
    successful
  • Like Chess, no real solution other than searches

13
Findings
  • There are some very good game-playing programs in
    existence
  • Deep Blue and Neural-Net Backgammon programs have
    achieved world class status
  • There are a number of very useful methods
  • Optimized space-searches, and neural nets the
    most common, and apparently the most powerful

14
The Future
  • A method which would work for all eight of my
    categories would be very useful
  • Neural Nets seem to be the way forward in this
    respect
  • Extend the categories Game Theory is a huge
    field, and there is much that I have not covered
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