Abstract
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.
Original language | English |
---|---|
Title of host publication | 2017 IEEE Congress on Evolutionary Computation, CEC 2017 : Proceedings |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 2201-2208 |
Number of pages | 8 |
ISBN (Electronic) | 9781509046010 |
DOIs | |
Publication status | Published - 2017 |
Externally published | Yes |
Event | 2017 IEEE Congress on Evolutionary Computation, CEC 2017 - Donostia-San Sebastian, Spain Duration: 5 Jun 2017 → 8 Jun 2017 |
Conference
Conference | 2017 IEEE Congress on Evolutionary Computation, CEC 2017 |
---|---|
Country/Territory | Spain |
City | Donostia-San Sebastian |
Period | 5/06/17 → 8/06/17 |
Bibliographical note
Publisher Copyright:© 2017 IEEE.