Diego Perez-Liebana

AI
h-index28
40papers
938citations
Novelty37%
AI Score35

40 Papers

AIAug 12, 2024Code
Strategy Game-Playing with Size-Constrained State Abstraction

Linjie Xu, Diego Perez-Liebana, Alexander Dockhorn

Playing strategy games is a challenging problem for artificial intelligence (AI). One of the major challenges is the large search space due to a diverse set of game components. In recent works, state abstraction has been applied to search-based game AI and has brought significant performance improvements. State abstraction techniques rely on reducing the search space, e.g., by aggregating similar states. However, the application of these abstractions is hindered because the quality of an abstraction is difficult to evaluate. Previous works hence abandon the abstraction in the middle of the search to not bias the search to a local optimum. This mechanism introduces a hyper-parameter to decide the time to abandon the current state abstraction. In this work, we propose a size-constrained state abstraction (SCSA), an approach that limits the maximum number of nodes being grouped together. We found that with SCSA, the abstraction is not required to be abandoned. Our empirical results on $3$ strategy games show that the SCSA agent outperforms the previous methods and yields robust performance over different games. Codes are open-sourced at https://github.com/GAIGResearch/Stratega.

AIMay 20, 2022
Task Relabelling for Multi-task Transfer using Successor Features

Martin Balla, Diego Perez-Liebana

Deep Reinforcement Learning has been very successful recently with various works on complex domains. Most works are concerned with learning a single policy that solves the target task, but is fixed in the sense that if the environment changes the agent is unable to adapt to it. Successor Features (SFs) proposes a mechanism that allows learning policies that are not tied to any particular reward function. In this work we investigate how SFs may be pre-trained without observing any reward in a custom environment that features resource collection, traps and crafting. After pre-training we expose the SF agents to various target tasks and see how well they can transfer to new tasks. Transferring is done without any further training on the SF agents, instead just by providing a task vector. For training the SFs we propose a task relabelling method which greatly improves the agent's performance.

AIJul 19, 2023
PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games

Martin Balla, George E. M. Long, Dominik Jeurissen et al.

In recent years, Game AI research has made important breakthroughs using Reinforcement Learning (RL). Despite this, RL for modern tabletop games has gained little to no attention, even when they offer a range of unique challenges compared to video games. To bridge this gap, we introduce PyTAG, a Python API for interacting with the Tabletop Games framework (TAG). TAG contains a growing set of more than 20 modern tabletop games, with a common API for AI agents. We present techniques for training RL agents in these games and introduce baseline results after training Proximal Policy Optimisation algorithms on a subset of games. Finally, we discuss the unique challenges complex modern tabletop games provide, now open to RL research through PyTAG.

LGApr 15, 2024Code
Higher Replay Ratio Empowers Sample-Efficient Multi-Agent Reinforcement Learning

Linjie Xu, Zichuan Liu, Alexander Dockhorn et al.

One of the notorious issues for Reinforcement Learning (RL) is poor sample efficiency. Compared to single agent RL, the sample efficiency for Multi-Agent Reinforcement Learning (MARL) is more challenging because of its inherent partial observability, non-stationary training, and enormous strategy space. Although much effort has been devoted to developing new methods and enhancing sample efficiency, we look at the widely used episodic training mechanism. In each training step, tens of frames are collected, but only one gradient step is made. We argue that this episodic training could be a source of poor sample efficiency. To better exploit the data already collected, we propose to increase the frequency of the gradient updates per environment interaction (a.k.a. Replay Ratio or Update-To-Data ratio). To show its generality, we evaluate $3$ MARL methods on $6$ SMAC tasks. The empirical results validate that a higher replay ratio significantly improves the sample efficiency for MARL algorithms. The codes to reimplement the results presented in this paper are open-sourced at https://anonymous.4open.science/r/rr_for_MARL-0D83/.

AISep 25, 2020Code
Design and Implementation of TAG: A Tabletop Games Framework

Raluca D. Gaina, Martin Balla, Alexander Dockhorn et al.

This document describes the design and implementation of the Tabletop Games framework (TAG), a Java-based benchmark for developing modern board games for AI research. TAG provides a common skeleton for implementing tabletop games based on a common API for AI agents, a set of components and classes to easily add new games and an import module for defining data in JSON format. At present, this platform includes the implementation of seven different tabletop games that can also be used as an example for further developments. Additionally, TAG also incorporates logging functionality that allows the user to perform a detailed analysis of the game, in terms of action space, branching factor, hidden information, and other measures of interest for Game AI research. The objective of this document is to serve as a central point where the framework can be described at length. TAG can be downloaded at: https://github.com/GAIGResearch/TabletopGames

AIFeb 28, 2018Code
General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms

Diego Perez-Liebana, Jialin Liu, Ahmed Khalifa et al.

General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demand of different research directions. The agents are required either to play multiple unknown games with or without access to game simulations, or to design new game levels or rules. This survey paper presents the VGDL, the GVGAI framework, existing tracks, and reviews the wide use of GVGAI framework in research, education and competitions five years after its birth. A future plan of framework improvements is also described.

AIMar 1, 2024
Playing NetHack with LLMs: Potential & Limitations as Zero-Shot Agents

Dominik Jeurissen, Diego Perez-Liebana, Jeremy Gow et al.

Large Language Models (LLMs) have shown great success as high-level planners for zero-shot game-playing agents. However, these agents are primarily evaluated on Minecraft, where long-term planning is relatively straightforward. In contrast, agents tested in dynamic robot environments face limitations due to simplistic environments with only a few objects and interactions. To fill this gap in the literature, we present NetPlay, the first LLM-powered zero-shot agent for the challenging roguelike NetHack. NetHack is a particularly challenging environment due to its diverse set of items and monsters, complex interactions, and many ways to die. NetPlay uses an architecture designed for dynamic robot environments, modified for NetHack. Like previous approaches, it prompts the LLM to choose from predefined skills and tracks past interactions to enhance decision-making. Given NetHack's unpredictable nature, NetPlay detects important game events to interrupt running skills, enabling it to react to unforeseen circumstances. While NetPlay demonstrates considerable flexibility and proficiency in interacting with NetHack's mechanics, it struggles with ambiguous task descriptions and a lack of explicit feedback. Our findings demonstrate that NetPlay performs best with detailed context information, indicating the necessity for dynamic methods in supplying context information for complex games such as NetHack.

AIMar 4, 2025
Seeding for Success: Skill and Stochasticity in Tabletop Games

James Goodman, Diego Perez-Liebana, Simon Lucas

Games often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations encountered. There is a tension between a level of randomness that makes the game interesting and contributes to the player enjoyment of a game, and a level at which the outcome itself is effectively random and the game becomes dull. The optimal level for a game will depend on the design goals and target audience. We introduce a new technique to quantify the level of randomness in game outcome and use it to compare 15 tabletop games and disentangle the different contributions to the overall randomness from specific parts of some games. We further explore the interaction between game randomness and player skill, and how this innate randomness can affect error analysis in common game experiments.

LGAug 1, 2025
JSON-Bag: A generic game trajectory representation

Dien Nguyen, Diego Perez-Liebana, Simon Lucas

We introduce JSON Bag-of-Tokens model (JSON-Bag) as a method to generically represent game trajectories by tokenizing their JSON descriptions and apply Jensen-Shannon distance (JSD) as distance metric for them. Using a prototype-based nearest-neighbor search (P-NNS), we evaluate the validity of JSON-Bag with JSD on six tabletop games -- \textit{7 Wonders}, \textit{Dominion}, \textit{Sea Salt and Paper}, \textit{Can't Stop}, \textit{Connect4}, \textit{Dots and boxes} -- each over three game trajectory classification tasks: classifying the playing agents, game parameters, or game seeds that were used to generate the trajectories. Our approach outperforms a baseline using hand-crafted features in the majority of tasks. Evaluating on N-shot classification suggests using JSON-Bag prototype to represent game trajectory classes is also sample efficient. Additionally, we demonstrate JSON-Bag ability for automatic feature extraction by treating tokens as individual features to be used in Random Forest to solve the tasks above, which significantly improves accuracy on underperforming tasks. Finally, we show that, across all six games, the JSD between JSON-Bag prototypes of agent classes highly correlates with the distances between agents' policies.

AIDec 5, 2024
From Code to Play: Benchmarking Program Search for Games Using Large Language Models

Manuel Eberhardinger, James Goodman, Alexander Dockhorn et al.

Large language models (LLMs) have shown impressive capabilities in generating program code, opening exciting opportunities for applying program synthesis to games. In this work, we explore the potential of LLMs to directly synthesize usable code for a wide range of gaming applications, focusing on two programming languages, Python and Java. We use an evolutionary hill-climbing algorithm, where the mutations and seeds of the initial programs are controlled by LLMs. For Python, the framework covers various game-related tasks, including five miniature versions of Atari games, ten levels of Baba is You, an environment inspired by Asteroids, and a maze generation task. For Java, the framework contains 12 games from the TAG tabletop games framework. Across 29 tasks, we evaluated 12 language models for Python and 8 for Java. Our findings suggest that the performance of LLMs depends more on the task than on model size. While larger models generate more executable programs, these do not always result in higher-quality solutions but are much more expensive. No model has a clear advantage, although on any specific task, one model may be better. Trying many models on a problem and using the best results across them is more reliable than using just one.

AIFeb 11, 2022
Visualising Multiplayer Game Spaces

James Goodman, Diego Perez-Liebana, Simon Lucas

We compare four different `game-spaces' in terms of their usefulness in characterising multi-player tabletop games, with a particular interest in any underlying change to a game's characteristics as the number of players changes. In each case we take a 16-dimensional feature space, and reduce it to a 2-dimensional visualizable landscape. We find that a space obtained from optimization of parameters in Monte Carlo Tree Search (MCTS) is the most directly interpretable to characterise our set of games in terms of the relative importance of imperfect information, adversarial opponents and reward sparsity. These results do not correlate with a space defined using attributes of the game-tree. This dimensionality reduction does not show any general effect as the number of players. We therefore consider the question using the original features to classify the games into two sets; those for which the characteristics of the game changes significantly as the number of players changes, and those for which there is no such effect.

AIApr 21, 2021
Portfolio Search and Optimization for General Strategy Game-Playing

Alexander Dockhorn, Jorge Hurtado-Grueso, Dominik Jeurissen et al.

Portfolio methods represent a simple but efficient type of action abstraction which has shown to improve the performance of search-based agents in a range of strategy games. We first review existing portfolio techniques and propose a new algorithm for optimization and action-selection based on the Rolling Horizon Evolutionary Algorithm. Moreover, a series of variants are developed to solve problems in different aspects. We further analyze the performance of discussed agents in a general strategy game-playing task. For this purpose, we run experiments on three different game-modes of the Stratega framework. For the optimization of the agents' parameters and portfolio sets we study the use of the N-tuple Bandit Evolutionary Algorithm. The resulting portfolio sets suggest a high diversity in play-styles while being able to consistently beat the sample agents. An analysis of the agents' performance shows that the proposed algorithm generalizes well to all game-modes and is able to outperform other portfolio methods.

AIApr 17, 2021
Generating Diverse and Competitive Play-Styles for Strategy Games

Diego Perez-Liebana, Cristina Guerrero-Romero, Alexander Dockhorn et al.

Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games. These require the AI to deal with large action spaces, long-term planning and partial observability, among other well-known factors that make decision-making a hard problem. On top of this, achieving distinct play-styles using a general algorithm without reducing playing strength is not trivial. In this paper, we propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes) and show how it can be parameterized so a quality-diversity algorithm (MAP-Elites) is used to achieve different play-styles while keeping a competitive level of play. Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training.

LGApr 17, 2021
Action Advising with Advice Imitation in Deep Reinforcement Learning

Ercument Ilhan, Jeremy Gow, Diego Perez-Liebana

Action advising is a peer-to-peer knowledge exchange technique built on the teacher-student paradigm to alleviate the sample inefficiency problem in deep reinforcement learning. Recently proposed student-initiated approaches have obtained promising results. However, due to being in the early stages of development, these also have some substantial shortcomings. One of the abilities that are absent in the current methods is further utilising advice by reusing, which is especially crucial in the practical settings considering the budget and cost constraints in peer-to-peer. In this study, we present an approach to enable the student agent to imitate previously acquired advice to reuse them directly in its exploration policy, without any interventions in the learning mechanism itself. In particular, we employ a behavioural cloning module to imitate the teacher policy and use dropout regularisation to have a notion of epistemic uncertainty to keep track of which state-advice pairs are actually collected. As the results of experiments we conducted in three Atari games show, advice reusing via generalisation is indeed a feasible option in deep RL and our approach can successfully achieve this while significantly improving the learning performance, even when paired with a simple early advising heuristic.

LGApr 17, 2021
Learning on a Budget via Teacher Imitation

Ercument Ilhan, Jeremy Gow, Diego Perez-Liebana

Deep Reinforcement Learning (RL) techniques can benefit greatly from leveraging prior experience, which can be either self-generated or acquired from other entities. Action advising is a framework that provides a flexible way to transfer such knowledge in the form of actions between teacher-student peers. However, due to the realistic concerns, the number of these interactions is limited with a budget; therefore, it is crucial to perform these in the most appropriate moments. There have been several promising studies recently that address this problem setting especially from the student's perspective. Despite their success, they have some shortcomings when it comes to the practical applicability and integrity as an overall solution to the learning from advice challenge. In this paper, we extend the idea of advice reusing via teacher imitation to construct a unified approach that addresses both advice collection and advice utilisation problems. We also propose a method to automatically tune the relevant hyperparameters of these components on-the-fly to make it able to adapt to any task with minimal human intervention. The experiments we performed in 5 different Atari games verify that our algorithm either surpasses or performs on-par with its top competitors while being far simpler to be employed. Furthermore, its individual components are also found to be providing significant advantages alone.

LGOct 1, 2020
Student-Initiated Action Advising via Advice Novelty

Ercument Ilhan, Jeremy Gow, Diego Perez-Liebana

Action advising is a budget-constrained knowledge exchange mechanism between teacher-student peers that can help tackle exploration and sample inefficiency problems in deep reinforcement learning (RL). Most recently, student-initiated techniques that utilise state novelty and uncertainty estimations have obtained promising results. However, the approaches built on these estimations have some potential weaknesses. First, they assume that the convergence of the student's RL model implies less need for advice. This can be misleading in scenarios with teacher absence early on where the student is likely to learn suboptimally by itself; yet also ignore the teacher's assistance later. Secondly, the delays between encountering states and having them to take effect in the RL model updates in presence of the experience replay dynamics cause a feedback lag in what the student actually needs advice for. We propose a student-initiated algorithm that alleviates these by employing Random Network Distillation (RND) to measure the novelty of a piece of advice. Furthermore, we perform RND updates only for the advised states to ensure that the student's own learning does not impair its ability to leverage the teacher. Experiments in GridWorld and MinAtar show that our approach performs on par with the state-of-the-art and demonstrates significant advantages in the scenarios where the existing methods are prone to fail.

AISep 11, 2020
The Design Of "Stratega": A General Strategy Games Framework

Diego Perez-Liebana, Alexander Dockhorn, Jorge Hurtado Grueso et al.

Stratega, a general strategy games framework, has been designed to foster research on computational intelligence for strategy games. In contrast to other strategy game frameworks, Stratega allows to create a wide variety of turn-based and real-time strategy games using a common API for agent development. While the current version supports the development of turn-based strategy games and agents, we will add support for real-time strategy games in future updates. Flexibility is achieved by utilising YAML-files to configure tiles, units, actions, and levels. Therefore, the user can design and run a variety of games to test developed agents without specifically adjusting it to the game being generated. The framework has been built with a focus of statistical forward planning (SFP) agents. For this purpose, agents can access and modify game-states and use the forward model to simulate the outcome of their actions. While SFP agents have shown great flexibility in general game-playing, their performance is limited in case of complex state and action-spaces. Finally, we hope that the development of this framework and its respective agents helps to better understand the complex decision-making process in strategy games. Stratega can be downloaded at: https://github.research.its.qmul.ac.uk/eecsgameai/Stratega

AIMay 22, 2020
Evaluating Generalisation in General Video Game Playing

Martin Balla, Simon M. Lucas, Diego Perez-Liebana

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.

AIMay 14, 2020
Rolling Horizon NEAT for General Video Game Playing

Diego Perez-Liebana, Muhammad Sajid Alam, Raluca D. Gaina

This paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT). Unlike traditional Rolling Horizon Evolution, where an evolutionary algorithm is in charge of evolving a sequence of actions, rhNEAT evolves weights and connections of a neural network in real-time, planning several steps ahead before returning an action to execute in the game. Different versions of the algorithm are explored in a collection of 20 GVGAI games, and compared with other SFP methods and state of the art results. Although results are overall not better than other SFP methods, the nature of rhNEAT to adapt to changing game features has allowed to establish new state of the art records in games that other methods have traditionally struggled with. The algorithm proposed here is general and introduces a new way of representing information within rolling horizon evolution techniques.

LGMay 12, 2020
Guaranteeing Reproducibility in Deep Learning Competitions

Brandon Houghton, Stephanie Milani, Nicholay Topin et al.

To encourage the development of methods with reproducible and robust training behavior, we propose a challenge paradigm where competitors are evaluated directly on the performance of their learning procedures rather than pre-trained agents. Since competition organizers re-train proposed methods in a controlled setting they can guarantee reproducibility, and -- by retraining submissions using a held-out test set -- help ensure generalization past the environments on which they were trained.

AIMar 27, 2020
Rolling Horizon Evolutionary Algorithms for General Video Game Playing

Raluca D. Gaina, Sam Devlin, Simon M. Lucas et al.

Game-playing Evolutionary Algorithms, specifically Rolling Horizon Evolutionary Algorithms, have recently managed to beat the state of the art in win rate across many video games. However, the best results in a game are highly dependent on the specific configuration of modifications and hybrids introduced over several papers, each adding additional parameters to the core algorithm. Further, the best previously published parameters have been found from only a few human-picked combinations, as the possibility space has grown beyond exhaustive search. This paper presents the state of the art in Rolling Horizon Evolutionary Algorithms, combining all modifications described in literature, as well as new ones, for a large resultant hybrid. We then use a parameter optimiser, the N-Tuple Bandit Evolutionary Algorithm, to find the best combination of parameters in 20 games from the General Video Game AI Framework. Further, we analyse the algorithm's parameters and some interesting combinations revealed through the optimisation process. Lastly, we find new state of the art solutions on several games by automatically exploring the large parameter space of RHEA.

AISep 1, 2019
Learning Local Forward Models on Unforgiving Games

Alexander Dockhorn, Simon M. Lucas, Vanessa Volz et al.

This paper examines learning approaches for forward models based on local cell transition functions. We provide a formal definition of local forward models for which we propose two basic learning approaches. Our analysis is based on the game Sokoban, where a wrong action can lead to an unsolvable game state. Therefore, an accurate prediction of an action's resulting state is necessary to avoid this scenario. In contrast to learning the complete state transition function, local forward models allow extracting multiple training examples from a single state transition. In this way, the Hash Set model, as well as the Decision Tree model, quickly learn to predict upcoming state transitions of both the training and the test set. Applying the model using a statistical forward planner showed that the best models can be used to satisfying degree even in cases in which the test levels have not yet been seen. Our evaluation includes an analysis of various local neighbourhood patterns and sizes to test the learners' capabilities in case too few or too many attributes are extracted, of which the latter has shown do degrade the performance of the model learner.

AIJun 12, 2019
General Video Game Rule Generation

Ahmed Khalifa, Michael Cerny Green, Diego Perez-Liebana et al.

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search-based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search-based generator generates remarkably diverse rulesets, but with an uneven quality.

AIJun 10, 2019
Project Thyia: A Forever Gameplayer

Raluca D. Gaina, Simon M. Lucas, Diego Perez-Liebana

The space of Artificial Intelligence entities is dominated by conversational bots. Some of them fit in our pockets and we take them everywhere we go, or allow them to be a part of human homes. Siri, Alexa, they are recognised as present in our world. But a lot of games research is restricted to existing in the separate realm of software. We enter different worlds when playing games, but those worlds cease to exist once we quit. Similarly, AI game-players are run once on a game (or maybe for longer periods of time, in the case of learning algorithms which need some, still limited, period for training), and they cease to exist once the game ends. But what if they didn't? What if there existed artificial game-players that continuously played games, learned from their experiences and kept getting better? What if they interacted with the real world and us, humans: live-streaming games, chatting with viewers, accepting suggestions for strategies or games to play, forming opinions on popular game titles? In this paper, we introduce the vision behind a new project called Thyia, which focuses around creating a present, continuous, `always-on', interactive game-player.

AIMay 26, 2019
Ensemble Decision Systems for General Video Game Playing

Damien Anderson, Cristina Guerrero-Romero, Diego Perez-Liebana et al.

Ensemble Decision Systems offer a unique form of decision making that allows a collection of algorithms to reason together about a problem. Each individual algorithm has its own inherent strengths and weaknesses, and often it is difficult to overcome the weaknesses while retaining the strengths. Instead of altering the properties of the algorithm, the Ensemble Decision System augments the performance with other algorithms that have complementing strengths. This work outlines different options for building an Ensemble Decision System as well as providing analysis on its performance compared to the individual components of the system with interesting results, showing an increase in the generality of the algorithms without significantly impeding performance.

MAApr 19, 2019
Teaching on a Budget in Multi-Agent Deep Reinforcement Learning

Ercüment İlhan, Jeremy Gow, Diego Perez-Liebana

Deep Reinforcement Learning (RL) algorithms can solve complex sequential decision tasks successfully. However, they have a major drawback of having poor sample efficiency which can often be tackled by knowledge reuse. In Multi-Agent Reinforcement Learning (MARL) this drawback becomes worse, but at the same time, a new set of opportunities to leverage knowledge are also presented through agent interactions. One promising approach among these is peer-to-peer action advising through a teacher-student framework. Despite being introduced for single-agent RL originally, recent studies show that it can also be applied to multi-agent scenarios with promising empirical results. However, studies in this line of research are currently very limited. In this paper, we propose heuristics-based action advising techniques in cooperative decentralised MARL, using a nonlinear function approximation based task-level policy. By adopting Random Network Distillation technique, we devise a measurement for agents to assess their knowledge in any given state and be able to initiate the teacher-student dynamics with no prior role assumptions. Experimental results in a gridworld environment show that such an approach may indeed be useful and needs to be further investigated.

AIApr 3, 2019
Rinascimento: Optimising Statistical Forward Planning Agents for Playing Splendor

Ivan Bravi, Simon Lucas, Diego Perez-Liebana et al.

Game-based benchmarks have been playing an essential role in the development of Artificial Intelligence (AI) techniques. Providing diverse challenges is crucial to push research toward innovation and understanding in modern techniques. Rinascimento provides a parameterised partially-observable multiplayer card-based board game, these parameters can easily modify the rules, objectives and items in the game. We describe the framework in all its features and the game-playing challenge providing baseline game-playing AIs and analysis of their skills. We reserve to agents' hyper-parameter tuning a central role in the experiments highlighting how it can heavily influence the performance. The base-line agents contain several additional contribution to Statistical Forward Planning algorithms.

AIMar 29, 2019
A Local Approach to Forward Model Learning: Results on the Game of Life Game

Simon M. Lucas, Alexander Dockhorn, Vanessa Volz et al.

This paper investigates the effect of learning a forward model on the performance of a statistical forward planning agent. We transform Conway's Game of Life simulation into a single-player game where the objective can be either to preserve as much life as possible or to extinguish all life as quickly as possible. In order to learn the forward model of the game, we formulate the problem in a novel way that learns the local cell transition function by creating a set of supervised training data and predicting the next state of each cell in the grid based on its current state and immediate neighbours. Using this method we are able to harvest sufficient data to learn perfect forward models by observing only a few complete state transitions, using either a look-up table, a decision tree or a neural network. In contrast, learning the complete state transition function is a much harder task and our initial efforts to do this using deep convolutional auto-encoders were less successful. We also investigate the effects of imperfect learned models on prediction errors and game-playing performance, and show that even models with significant errors can provide good performance.

AIJan 23, 2019
The Multi-Agent Reinforcement Learning in MalmÖ (MARLÖ) Competition

Diego Perez-Liebana, Katja Hofmann, Sharada Prasanna Mohanty et al.

Learning in multi-agent scenarios is a fruitful research direction, but current approaches still show scalability problems in multiple games with general reward settings and different opponent types. The Multi-Agent Reinforcement Learning in MalmÖ (MARLÖ) competition is a new challenge that proposes research in this domain using multiple 3D games. The goal of this contest is to foster research in general agents that can learn across different games and opponent types, proposing a challenge as a milestone in the direction of Artificial General Intelligence.

AIJan 3, 2019
Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best

Simon M. Lucas, Jialin Liu, Ivan Bravi et al.

This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation. Planet Wars is a real-time strategy game with simple rules but complex game-play. The variant introduced in this paper is designed for speed to enable efficient experimentation, and also for a fixed action space to enable practical inter-operability with General Video Game AI agents. If we treat the game as a win-loss game (which is standard), then this leads to challenging noisy optimisation problems both in tuning agents to play the game, and in tuning game parameters. Here we focus on the problem of tuning an agent, and report results using the recently developed N-Tuple Bandit Evolutionary Algorithm and a number of other optimisers, including Sequential Model-based Algorithm Configuration (SMAC). Results indicate that the N-Tuple Bandit Evolutionary offers competitive performance as well as insight into the effects of combinations of parameter choices.

LGJun 6, 2018
Deep Reinforcement Learning for General Video Game AI

Ruben Rodriguez Torrado, Philip Bontrager, Julian Togelius et al.

The General Video Game AI (GVGAI) competition and its associated software framework provides a way of benchmarking AI algorithms on a large number of games written in a domain-specific description language. While the competition has seen plenty of interest, it has so far focused on online planning, providing a forward model that allows the use of algorithms such as Monte Carlo Tree Search. In this paper, we describe how we interface GVGAI to the OpenAI Gym environment, a widely used way of connecting agents to reinforcement learning problems. Using this interface, we characterize how widely used implementations of several deep reinforcement learning algorithms fare on a number of GVGAI games. We further analyze the results to provide a first indication of the relative difficulty of these games relative to each other, and relative to those in the Arcade Learning Environment under similar conditions.

AIJun 4, 2018
Shallow decision-making analysis in General Video Game Playing

Ivan Bravi, Jialin Liu, Diego Perez-Liebana et al.

The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours.

NEFeb 16, 2018
The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation

Simon M Lucas, Jialin Liu, Diego Perez-Liebana

This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA), an optimisation algorithm developed for noisy and expensive discrete (combinatorial) optimisation problems. The algorithm is applied to two game-based hyper-parameter optimisation problems. The N-Tuple system directly models the statistics, approximating the fitness and number of evaluations of each modelled combination of parameters. The model is simple, efficient and informative. Results show that the NTBEA significantly outperforms grid search and an estimation of distribution algorithm.

AIApr 24, 2017
Analysis of Vanilla Rolling Horizon Evolution Parameters in General Video Game Playing

Raluca D. Gaina, Jialin Liu, Simon M. Lucas et al.

Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these methods. Online or Rolling Horizon Evolution is one of the options available to evolve sequences of actions for planning in General Video Game Playing, but no research has been done up to date that explores the capabilities of the vanilla version of this algorithm in multiple games. This study aims to critically analyse the different configurations regarding population size and individual length in a set of 20 games from the General Video Game AI corpus. Distinctions are made between deterministic and stochastic games, and the implications of using superior time budgets are studied. Results show that there is scope for the use of these techniques, which in some configurations outperform Monte Carlo Tree Search, and also suggest that further research in these methods could boost their performance.

AIApr 24, 2017
Evaluating and Modelling Hanabi-Playing Agents

Joseph Walton-Rivers, Piers R. Williams, Richard Bartle et al.

Agent modelling involves considering how other agents will behave, in order to influence your own actions. In this paper, we explore the use of agent modelling in the hidden-information, collaborative card game Hanabi. We implement a number of rule-based agents, both from the literature and of our own devising, in addition to an Information Set Monte Carlo Tree Search (IS-MCTS) agent. We observe poor results from IS-MCTS, so construct a new, predictor version that uses a model of the agents with which it is paired. We observe a significant improvement in game-playing strength from this agent in comparison to IS-MCTS, resulting from its consideration of what the other agents in a game would do. In addition, we create a flawed rule-based agent to highlight the predictor's capabilities with such an agent.

AIApr 23, 2017
General Video Game AI: Learning from Screen Capture

Kamolwan Kunanusont, Simon M. Lucas, Diego Perez-Liebana

General Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain. In this paper, we propose for the first time a screen capture learning agent for General Video Game AI framework. A Deep Q-Network algorithm was applied and improved to develop an agent capable of learning to play different games in the framework. After testing this algorithm using various games of different categories and difficulty levels, the results suggest that our proposed screen capture learning agent has the potential to learn many different games using only a single learning algorithm.

AIApr 23, 2017
Population Seeding Techniques for Rolling Horizon Evolution in General Video Game Playing

Rauca D. Gaina, Simon M. Lucas, Diego Perez-Liebana

While Monte Carlo Tree Search and closely related methods have dominated General Video Game Playing, recent research has demonstrated the promise of Rolling Horizon Evolutionary Algorithms as an interesting alternative. However, there is little attention paid to population initialization techniques in the setting of general real-time video games. Therefore, this paper proposes the use of population seeding to improve the performance of Rolling Horizon Evolution and presents the results of two methods, One Step Look Ahead and Monte Carlo Tree Search, tested on 20 games of the General Video Game AI corpus with multiple evolution parameter values (population size and individual length). An in-depth analysis is carried out between the results of the seeding methods and the vanilla Rolling Horizon Evolution. In addition, the paper presents a comparison to a Monte Carlo Tree Search algorithm. The results are promising, with seeding able to boost performance significantly over baseline evolution and even match the high level of play obtained by the Monte Carlo Tree Search.

AIMar 18, 2017
The N-Tuple Bandit Evolutionary Algorithm for Automatic Game Improvement

Kamolwan Kunanusont, Raluca D. Gaina, Jialin Liu et al.

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.

AIMar 18, 2017
Evolving Game Skill-Depth using General Video Game AI Agents

Jialin Liu, Julian Togelius, Diego Perez-Liebana et al.

Most games have, or can be generalised to have, a number of parameters that may be varied in order to provide instances of games that lead to very different player experiences. The space of possible parameter settings can be seen as a search space, and we can therefore use a Random Mutation Hill Climbing algorithm or other search methods to find the parameter settings that induce the best games. One of the hardest parts of this approach is defining a suitable fitness function. In this paper we explore the possibility of using one of a growing set of General Video Game AI agents to perform automatic play-testing. This enables a very general approach to game evaluation based on estimating the skill-depth of a game. Agent-based play-testing is computationally expensive, so we compare two simple but efficient optimisation algorithms: the Random Mutation Hill-Climber and the Multi-Armed Bandit Random Mutation Hill-Climber. For the test game we use a space-battle game in order to provide a suitable balance between simulation speed and potential skill-depth. Results show that both algorithms are able to rapidly evolve game versions with significant skill-depth, but that choosing a suitable resampling number is essential in order to combat the effects of noise.

AISep 8, 2016
Ms. Pac-Man Versus Ghost Team CIG 2016 Competition

Piers R. Williams, Diego Perez-Liebana, Simon M. Lucas

This paper introduces the revival of the popular Ms. Pac-Man Versus Ghost Team competition. We present an updated game engine with Partial Observability constraints, a new Multi-Agent Systems approach to developing Ghost agents and several sample controllers to ease the development of entries. A restricted communication protocol is provided for the Ghosts, providing a more challenging environment than before. The competition will debut at the IEEE Computational Intelligence and Games Conference 2016. Some preliminary results showing the effects of Partial Observability and the benefits of simple communication are also presented.