Skip to main content

2016 | OriginalPaper | Buchkapitel

Orthogonally Evolved AI to Improve Difficulty Adjustment in Video Games

verfasst von : Arend Hintze, Randal S. Olson, Joel Lehman

Erschienen in: Applications of Evolutionary Computation

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Computer games are most engaging when their difficulty is well matched to the player’s ability, thereby providing an experience in which the player is neither overwhelmed nor bored. In games where the player interacts with computer-controlled opponents, the difficulty of the game can be adjusted not only by changing the distribution of opponents or game resources, but also through modifying the skill of the opponents. Applying evolutionary algorithms to evolve the artificial intelligence that controls opponent agents is one established method for adjusting opponent difficulty. Less-evolved agents (i.e., agents subject to fewer generations of evolution) make for easier opponents, while highly-evolved agents are more challenging to overcome. In this publication we test a new approach for difficulty adjustment in games: orthogonally evolved AI, where the player receives support from collaborating agents that are co-evolved with opponent agents (where collaborators and opponents have orthogonal incentives). The advantage is that game difficulty can be adjusted more granularly by manipulating two independent axes: by having more or less adept collaborators, and by having more or less adept opponents. Furthermore, human interaction can modulate (and be informed by) the performance and behavior of collaborating agents. In this way, orthogonally evolved AI both facilitates smoother difficulty adjustment and enables new game experiences.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Fußnoten
1
Our study was exempt by the Office of Research Support at the University of Texas at Austin. Number 2013-09-0084. Due to the exemption, by not taking any personal data, and due to the anonymity of the subjects, we did not need written consent.
 
Literatur
1.
Zurück zum Zitat Yannakakis, G.N.: AI in Computer Games (2006) Yannakakis, G.N.: AI in Computer Games (2006)
2.
3.
Zurück zum Zitat Spronck, P., Sprinkhuizen-Kuyper, I., Postma, E.: Difficulty scaling of game AI. In: Intelligent Games (2004) Spronck, P., Sprinkhuizen-Kuyper, I., Postma, E.: Difficulty scaling of game AI. In: Intelligent Games (2004)
4.
Zurück zum Zitat Hunicke, R., Chapman, V.: AI for dynamic difficulty adjustment in games. In: Challenges in Game Artificial Intelligence AAAI (2004) Hunicke, R., Chapman, V.: AI for dynamic difficulty adjustment in games. In: Challenges in Game Artificial Intelligence AAAI (2004)
5.
Zurück zum Zitat Overholtzer, C.A., Levy, S.D.: Evolving AI opponents in a first-person-shooter video game. In: AAAI Proceedings of the 20th National Conference on Artificial Intelligence (2005) Overholtzer, C.A., Levy, S.D.: Evolving AI opponents in a first-person-shooter video game. In: AAAI Proceedings of the 20th National Conference on Artificial Intelligence (2005)
6.
Zurück zum Zitat Cole, N., Louis, S.J., Miles, C.: Using a genetic algorithm to tune first-person shooter bots. Trans. IRE Prof. Group Audio 1, 131–139 (2004) Cole, N., Louis, S.J., Miles, C.: Using a genetic algorithm to tune first-person shooter bots. Trans. IRE Prof. Group Audio 1, 131–139 (2004)
7.
Zurück zum Zitat Tan, T.G., Anthony, P., Teo, J., Ong, J.H.: Neural network ensembles for video game AI using evolutionary multi-objective optimization. In: Transactions of the IRE Professional Group on Audio, pp. 605–610, December 2011 Tan, T.G., Anthony, P., Teo, J., Ong, J.H.: Neural network ensembles for video game AI using evolutionary multi-objective optimization. In: Transactions of the IRE Professional Group on Audio, pp. 605–610, December 2011
8.
Zurück zum Zitat Yau, Y.J., Teo, J., Anthony, P.: Pareto evolution and co-evolution in cognitive game AI synthesis. In: Obayashi, S., Deb, K., Poloni, C., Hiroyasu, T., Murata, T. (eds.) EMO 2007. LNCS, vol. 4403, pp. 227–241. Springer, Heidelberg (2007)CrossRef Yau, Y.J., Teo, J., Anthony, P.: Pareto evolution and co-evolution in cognitive game AI synthesis. In: Obayashi, S., Deb, K., Poloni, C., Hiroyasu, T., Murata, T. (eds.) EMO 2007. LNCS, vol. 4403, pp. 227–241. Springer, Heidelberg (2007)CrossRef
9.
Zurück zum Zitat Yau, Y.J., Teo, J., Anthony, P.: Pareto evolution and co-evolution in cognitive neural agents synthesis for Tic-Tac-Toe. In: IEEE Symposium on Computational Intelligence and Games, pp. 304–311. IEEE (2007) Yau, Y.J., Teo, J., Anthony, P.: Pareto evolution and co-evolution in cognitive neural agents synthesis for Tic-Tac-Toe. In: IEEE Symposium on Computational Intelligence and Games, pp. 304–311. IEEE (2007)
10.
Zurück zum Zitat Mayer, H.A., Maier, P.: Coevolution of neural go players in a cultural environment. Trans. IRE Prof. Group Audio 2, 1012–1017 (2005) Mayer, H.A., Maier, P.: Coevolution of neural go players in a cultural environment. Trans. IRE Prof. Group Audio 2, 1012–1017 (2005)
11.
Zurück zum Zitat Lubberts, A., Miikkulainen, R.: Co-evolving a go-playing neural network. In: Algorithms Upon Themselves (2001) Lubberts, A., Miikkulainen, R.: Co-evolving a go-playing neural network. In: Algorithms Upon Themselves (2001)
12.
Zurück zum Zitat Chellapilla, K., Fogel, D.B.: Evolving an expert checkers playing program without using human expertise. IEEE Trans. Evol. Comput. 5(4), 422–428 (2001)CrossRef Chellapilla, K., Fogel, D.B.: Evolving an expert checkers playing program without using human expertise. IEEE Trans. Evol. Comput. 5(4), 422–428 (2001)CrossRef
13.
Zurück zum Zitat Chellapilla, K., Fogel, D.B.: Evolution, neural networks, games, and intelligence. In: Proceedings of the IEEE, pp. 1471–1496 (1999) Chellapilla, K., Fogel, D.B.: Evolution, neural networks, games, and intelligence. In: Proceedings of the IEEE, pp. 1471–1496 (1999)
14.
Zurück zum Zitat Lim, C.U., Baumgarten, R., Colton, S.: Evolving behaviour trees for the commercial game DEFCON. In: Di Chio, C., Cagnoni, S., Cotta, C., Ebner, M., Esparcia-Alcazar, A.I., Goh, C.-K., Merelo, J.J., et al. (eds.) EvoApplicatons 2010. LNCS, vol. 6024, pp. 100–110. Springer, Heidelberg (2010)CrossRef Lim, C.U., Baumgarten, R., Colton, S.: Evolving behaviour trees for the commercial game DEFCON. In: Di Chio, C., Cagnoni, S., Cotta, C., Ebner, M., Esparcia-Alcazar, A.I., Goh, C.-K., Merelo, J.J., et al. (eds.) EvoApplicatons 2010. LNCS, vol. 6024, pp. 100–110. Springer, Heidelberg (2010)CrossRef
15.
Zurück zum Zitat Hagelbäck, J., Johansson, S.J.: Using multi-agent potential fields in real-time strategy games. In: AAMAS 2008: Proceedings of the 7th International Joint Conference on Autonomous Agents and Multiagent Systems, International Foundation for Autonomous Agents and Multiagent Systems, May 2008 Hagelbäck, J., Johansson, S.J.: Using multi-agent potential fields in real-time strategy games. In: AAMAS 2008: Proceedings of the 7th International Joint Conference on Autonomous Agents and Multiagent Systems, International Foundation for Autonomous Agents and Multiagent Systems, May 2008
16.
Zurück zum Zitat Priesterjahn, S., Kramer, O., Weimer, A., Goebels, A.: Evolution of human-competitive agents in modern computer games. In: IEEE International Conference on Evolutionary Computation, pp. 777–784. IEEE, November 2005–2006 Priesterjahn, S., Kramer, O., Weimer, A., Goebels, A.: Evolution of human-competitive agents in modern computer games. In: IEEE International Conference on Evolutionary Computation, pp. 777–784. IEEE, November 2005–2006
17.
Zurück zum Zitat van Valen, L.: A new evolutionary law. Evol. Theor. 1, 1–30 (1973) van Valen, L.: A new evolutionary law. Evol. Theor. 1, 1–30 (1973)
18.
Zurück zum Zitat Bell, G.: The Masterpiece of Nature: The Evolution and Genetics of Sexuality. CUP Archive (1982) Bell, G.: The Masterpiece of Nature: The Evolution and Genetics of Sexuality. CUP Archive (1982)
19.
Zurück zum Zitat Olson, R.S., Knoester, D.B., Adami, C.: Critical interplay between density-dependent predation and evolution of the selfish herd. In: GECCO 2013: Proceeding of the 15th Annual Conference on Genetic and Evolutionary Computation Conference, ACM Request Permissions, July 2013 Olson, R.S., Knoester, D.B., Adami, C.: Critical interplay between density-dependent predation and evolution of the selfish herd. In: GECCO 2013: Proceeding of the 15th Annual Conference on Genetic and Evolutionary Computation Conference, ACM Request Permissions, July 2013
20.
Zurück zum Zitat Yannakakis, G.N., Hallam, J.: Evolving opponents for interesting interactive computer games. In: From Animals to Animats (2004) Yannakakis, G.N., Hallam, J.: Evolving opponents for interesting interactive computer games. In: From Animals to Animats (2004)
21.
Zurück zum Zitat Grand, S., Cliff, D., Malhotra, A.: Creatures: artificial life autonomous software agents for home entertainment. In: AGENTS 1997: Proceedings of the 1st International Conference on Autonomous Agents, ACM, February 1997 Grand, S., Cliff, D., Malhotra, A.: Creatures: artificial life autonomous software agents for home entertainment. In: AGENTS 1997: Proceedings of the 1st International Conference on Autonomous Agents, ACM, February 1997
22.
Zurück zum Zitat Pollack, J., Blair, A.: Co-evolution in the successful learning of backgammon strategy. Mach. Learn. 32, 225–240 (1998)CrossRefMATH Pollack, J., Blair, A.: Co-evolution in the successful learning of backgammon strategy. Mach. Learn. 32, 225–240 (1998)CrossRefMATH
23.
Zurück zum Zitat Stanley, K.O., Bryant, B.D., Miikkulainen, R.: Evolving neural network agents in the NERO video game. In: Proceedings of the IEEE (2005) Stanley, K.O., Bryant, B.D., Miikkulainen, R.: Evolving neural network agents in the NERO video game. In: Proceedings of the IEEE (2005)
24.
Zurück zum Zitat Hastings, E.J., Guha, R.K., Stanley, K.O.: Evolving content in the galactic arms race video game. In: IEEE Symposium on Computational Intelligence and Games (CIG), pp. 241–248. IEEE (2009) Hastings, E.J., Guha, R.K., Stanley, K.O.: Evolving content in the galactic arms race video game. In: IEEE Symposium on Computational Intelligence and Games (CIG), pp. 241–248. IEEE (2009)
25.
Zurück zum Zitat DeLooze, L.L., Viner, W.R.: Fuzzy Q-learning in a nondeterministic environment: developing an intelligent Ms. Pac-Man agent. In: CIG 2009: Proceedings of the 5th International Conference on Computational Intelligence and Games. IEEE Press, September 2009 DeLooze, L.L., Viner, W.R.: Fuzzy Q-learning in a nondeterministic environment: developing an intelligent Ms. Pac-Man agent. In: CIG 2009: Proceedings of the 5th International Conference on Computational Intelligence and Games. IEEE Press, September 2009
26.
Zurück zum Zitat Handa, H.: Constitution of Ms. PacMan player with critical-situation learning mechanism. Int. J. Knowl. Eng. Soft Data Paradig. 2(3), 237–250 (2010)CrossRef Handa, H.: Constitution of Ms. PacMan player with critical-situation learning mechanism. Int. J. Knowl. Eng. Soft Data Paradig. 2(3), 237–250 (2010)CrossRef
27.
Zurück zum Zitat Tong, C.K., Hui, O.J., Teo, J., On, C.K.: The evolution of gamebots for 3D first person shooter (FPS). Transactions of the IRE Professional Group on Audio, pp. 21–26, September 2011 Tong, C.K., Hui, O.J., Teo, J., On, C.K.: The evolution of gamebots for 3D first person shooter (FPS). Transactions of the IRE Professional Group on Audio, pp. 21–26, September 2011
28.
Zurück zum Zitat Agapitos, A., Togelius, J., Lucas, S.M., Schmidhuber, J., Konstantinidis, A.: Generating diverse opponents with multiobjective evolution. In: IEEE Symposium on Computational Intelligence and Games, CIG 2008, pp. 135–142. IEEE (2008) Agapitos, A., Togelius, J., Lucas, S.M., Schmidhuber, J., Konstantinidis, A.: Generating diverse opponents with multiobjective evolution. In: IEEE Symposium on Computational Intelligence and Games, CIG 2008, pp. 135–142. IEEE (2008)
29.
Zurück zum Zitat Olson, R.S., Hintze, A., Dyer, F.C., Knoester, D.B., Adami, C.: Predator confusion is sufficient to evolve swarming behaviour. J. Roy. Soc. Interface 10(85), 20130305 (2013)CrossRef Olson, R.S., Hintze, A., Dyer, F.C., Knoester, D.B., Adami, C.: Predator confusion is sufficient to evolve swarming behaviour. J. Roy. Soc. Interface 10(85), 20130305 (2013)CrossRef
30.
Zurück zum Zitat Marstaller, L., Hintze, A., Adami, C.: The evolution of representation in simple cognitive networks. Neural Comput. 25(8), 2079–2107 (2013)MathSciNetCrossRef Marstaller, L., Hintze, A., Adami, C.: The evolution of representation in simple cognitive networks. Neural Comput. 25(8), 2079–2107 (2013)MathSciNetCrossRef
31.
Zurück zum Zitat Hamilton, W.D.W.: Geometry for the selfish herd. J. Theor. Biol. 31(2), 295–311 (1971)CrossRef Hamilton, W.D.W.: Geometry for the selfish herd. J. Theor. Biol. 31(2), 295–311 (1971)CrossRef
32.
Zurück zum Zitat Lenski, R.E., Ofria, C., Pennock, R.T., Adami, C.: The evolutionary origin of complex features. Nature 423(6), 139–144 (2003)CrossRef Lenski, R.E., Ofria, C., Pennock, R.T., Adami, C.: The evolutionary origin of complex features. Nature 423(6), 139–144 (2003)CrossRef
33.
Zurück zum Zitat Fry, B., Reas, C.: Processing Library for Visual Arts and Design Fry, B., Reas, C.: Processing Library for Visual Arts and Design
34.
Zurück zum Zitat Toner, J., Tu, Y.: Flocks, herds, and schools: a quantitative theory of flocking. Trans. IRE Prof. Group Audio (April 1998) Toner, J., Tu, Y.: Flocks, herds, and schools: a quantitative theory of flocking. Trans. IRE Prof. Group Audio (April 1998)
Metadaten
Titel
Orthogonally Evolved AI to Improve Difficulty Adjustment in Video Games
verfasst von
Arend Hintze
Randal S. Olson
Joel Lehman
Copyright-Jahr
2016
DOI
https://doi.org/10.1007/978-3-319-31204-0_34

Premium Partner