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The N-Tuple Bandit Evolutionary Algorithm for Automatic Game Improvement

机译:用于自动游戏改进的N组匪匪进化算法

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This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game Design. The approach adopted in this paper is to use observations of AI agents playing the game to estimate the game's quality. Some of best agents for this purpose are General Video Game AI agents, since they can be deployed directly on a new game without game-specific tuning; these agents tend to be based on stochastic algorithms which give robust but noisy results and tend to be expensive to run. This motivates the main contribution of the paper: the development of the novel N-Tuple Bandit Evolutionary Algorithm, where a model is used to estimate the fitness of unsampled points and a bandit approach is used to balance exploration and exploitation of the search space. Initial results on optimising a Space Battle game variant suggest that the algorithm offers far more robust results than the Random Mutation Hill Climber and a Biased Mutation variant, which are themselves known to offer competitive performance across a range of problems. Subjective observations are also given by human players on the nature of the evolved games, which indicate a preference towards games generated by the N-Tuple algorithm.
机译:本文介绍了一种新的进化算法,特别适用于AI辅助游戏设计。本文采用的方法是使用播放游戏的AI代理商来估计游戏质量的方法。其中一些最佳代理商为此目的是一般视频游戏AI代理商,因为它们可以直接在没有特定于游戏的新游戏上部署在新游戏中;这些代理倾向于基于随机算法,其赋予稳健但嘈杂的结果,并且往往运行昂贵。这激励了论文的主要贡献:新颖的N组匪盗进化算法的发展,其中模型用于估计未夹杂点的适应性,并且利用方法用于平衡搜索空间的探索和开发。优化空间战斗游戏变体的初始结果表明,该算法提供比随机突变山地登山者和偏置突变变体更高的稳健结果,这些突变变体都已知在各种问题中提供竞争性能。人类参与者对演进游戏的性质也给出了主观观察,这表明了对N组算法产生的游戏的偏好。

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