NEJun 14, 2024Code
Coralai: Intrinsic Evolution of Embodied Neural Cellular Automata EcosystemsAidan Barbieux, Rodrigo Canaan
This paper presents Coralai, a framework for exploring diverse ecosystems of Neural Cellular Automata (NCA). Organisms in Coralai utilize modular, GPU-accelerated Taichi kernels to interact, enact environmental changes, and evolve through local survival, merging, and mutation operations implemented with HyperNEAT and PyTorch. We provide an exploratory experiment implementing physics inspired by slime mold behavior showcasing the emergence of competition between sessile and mobile organisms, cycles of resource depletion and recovery, and symbiosis between diverse organisms. We conclude by outlining future work to discover simulation parameters through measures of multi-scale complexity and diversity. Code for Coralai is available at https://github.com/aidanbx/coralai , video demos are available at https://www.youtube.com/watch?v=NL8IZQY02-8 .
NEMay 22, 2023
EINCASM: Emergent Intelligence in Neural Cellular Automaton Slime MoldsAidan Barbieux, Rodrigo Canaan
This paper presents EINCASM, a prototype system employing a novel framework for studying emergent intelligence in organisms resembling slime molds. EINCASM evolves neural cellular automata with NEAT to maximize cell growth constrained by nutrient and energy costs. These organisms capitalize physically simulated fluid to transport nutrients and chemical-like signals to orchestrate growth and adaptation to complex, changing environments. Our framework builds the foundation for studying how the presence of puzzles, physics, communication, competition and dynamic open-ended environments contribute to the emergence of intelligent behavior. We propose preliminary tests for intelligence in such organisms and suggest future work for more powerful systems employing EINCASM to better understand intelligence in distributed dynamical systems.
AIMar 27, 2021
The AI Settlement Generation Challenge in Minecraft: First Year ReportChristoph Salge, Michael Cerny Green, Rodrigo Canaan et al.
This article outlines what we learned from the first year of the AI Settlement Generation Competition in Minecraft, a competition about producing AI programs that can generate interesting settlements in Minecraft for an unseen map. This challenge seeks to focus research into adaptive and holistic procedural content generation. Generating Minecraft towns and villages given existing maps is a suitable task for this, as it requires the generated content to be adaptive, functional, evocative and aesthetic at the same time. Here, we present the results from the first iteration of the competition. We discuss the evaluation methodology, present the different technical approaches by the competitors, and outline the open problems.
AIFeb 20, 2021
Game Mechanic Alignment Theory and DiscoveryMichael Cerny Green, Ahmed Khalifa, Philip Bontrager et al.
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better identified for use in an automated tutorial generation system, which could tailor tutorials for a particular playstyle or player. Within, we apply this theory to several well-known games to demonstrate how designers can benefit from it, we describe a methodology for how to estimate "mechanic alignment", and we apply this methodology on multiple games in the GVGAI framework. We discuss how effectively this estimation captures agential motivations and systemic rewards and how our theory could be used as an alternative way to find mechanics for tutorial generation.
AIApr 28, 2020
Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in HanabiRodrigo Canaan, Xianbo Gao, Julian Togelius et al.
Hanabi is a cooperative game that brings the problem of modeling other players to the forefront. In this game, coordinated groups of players can leverage pre-established conventions to great effect, but playing in an ad-hoc setting requires agents to adapt to its partner's strategies with no previous coordination. Evaluating an agent in this setting requires a diverse population of potential partners, but so far, the behavioral diversity of agents has not been considered in a systematic way. This paper proposes Quality Diversity algorithms as a promising class of algorithms to generate diverse populations for this purpose, and generates a population of diverse Hanabi agents using MAP-Elites. We also postulate that agents can benefit from a diverse population during training and implement a simple "meta-strategy" for adapting to an agent's perceived behavioral niche. We show this meta-strategy can work better than generalist strategies even outside the population it was trained with if its partner's behavioral niche can be correctly inferred, but in practice a partner's behavior depends and interferes with the meta-agent's own behavior, suggesting an avenue for future research in characterizing another agent's behavior during gameplay.
AIApr 28, 2020
Evaluating the Rainbow DQN Agent in Hanabi with Unseen PartnersRodrigo Canaan, Xianbo Gao, Youjin Chung et al.
Hanabi is a cooperative game that challenges exist-ing AI techniques due to its focus on modeling the mental states ofother players to interpret and predict their behavior. While thereare agents that can achieve near-perfect scores in the game byagreeing on some shared strategy, comparatively little progresshas been made in ad-hoc cooperation settings, where partnersand strategies are not known in advance. In this paper, we showthat agents trained through self-play using the popular RainbowDQN architecture fail to cooperate well with simple rule-basedagents that were not seen during training and, conversely, whenthese agents are trained to play with any individual rule-basedagent, or even a mix of these agents, they fail to achieve goodself-play scores.
AIJul 8, 2019
Diverse Agents for Ad-Hoc Cooperation in HanabiRodrigo Canaan, Julian Togelius, Andy Nealen et al.
In complex scenarios where a model of other actors is necessary to predict and interpret their actions, it is often desirable that the model works well with a wide variety of previously unknown actors. Hanabi is a card game that brings the problem of modeling other players to the forefront, but there is no agreement on how to best generate a pool of agents to use as partners in ad-hoc cooperation evaluation. This paper proposes Quality Diversity algorithms as a promising class of algorithms to generate populations for this purpose and shows an initial implementation of an agent generator based on this idea. We also discuss what metrics can be used to compare such generators, and how the proposed generator could be leveraged to help build adaptive agents for the game.
AIJul 2, 2019
Evolving the Hearthstone MetaFernando de Mesentier Silva, Rodrigo Canaan, Scott Lee et al.
Balancing an ever growing strategic game of high complexity, such as Hearthstone is a complex task. The target of making strategies diverse and customizable results in a delicate intricate system. Tuning over 2000 cards to generate the desired outcome without disrupting the existing environment becomes a laborious challenge. In this paper, we discuss the impacts that changes to existing cards can have on strategy in Hearthstone. By analyzing the win rate on match-ups across different decks, being played by different strategies, we propose to compare their performance before and after changes are made to improve or worsen different cards. Then, using an evolutionary algorithm, we search for a combination of changes to the card attributes that cause the decks to approach equal, 50% win rates. We then expand our evolutionary algorithm to a multi-objective solution to search for this result, while making the minimum amount of changes, and as a consequence disruption, to the existing cards. Lastly, we propose and evaluate metrics to serve as heuristics with which to decide which cards to target with balance changes.
AIMay 14, 2019
Generative Design in Minecraft: Chronicle ChallengeChristoph Salge, Christian Guckelsberger, Michael Cerny Green et al.
We introduce the Chronicle Challenge as an optional addition to the Settlement Generation Challenge in Minecraft. One of the foci of the overall competition is adaptive procedural content generation (PCG), an arguably under-explored problem in computational creativity. In the base challenge, participants must generate new settlements that respond to and ideally interact with existing content in the world, such as the landscape or climate. The goal is to understand the underlying creative process, and to design better PCG systems. The Chronicle Challenge in particular focuses on the generation of a narrative based on the history of a generated settlement, expressed in natural language. We discuss the unique features of the Chronicle Challenge in comparison to other competitions, clarify the characteristics of a chronicle eligible for submission and describe the evaluation criteria. We furthermore draw on simulation-based approaches in computational storytelling as examples to how this challenge could be approached.
AIMar 17, 2019
Leveling the Playing Field -- Fairness in AI Versus Human Game BenchmarksRodrigo Canaan, Christoph Salge, Julian Togelius et al.
From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target been finally met for traditional tabletop games such as Backgammon, Chess and Go. Current research focus has shifted to electronic games, which provide unique challenges. As is often the case with AI research, these results are liable to be exaggerated or misrepresented by either authors or third parties. The extent to which these games benchmark consist of fair competition between human and AI is also a matter of debate. In this work, we review the statements made by authors and third parties in the general media and academic circle about these game benchmark results and discuss factors that can impact the perception of fairness in the contest between humans and machines
AISep 26, 2018
Evolving Agents for the Hanabi 2018 CIG CompetitionRodrigo Canaan, Haotian Shen, Ruben Rodriguez Torrado et al.
Hanabi is a cooperative card game with hidden information that has won important awards in the industry and received some recent academic attention. A two-track competition of agents for the game will take place in the 2018 CIG conference. In this paper, we develop a genetic algorithm that builds rule-based agents by determining the best sequence of rules from a fixed rule set to use as strategy. In three separate experiments, we remove human assumptions regarding the ordering of rules, add new, more expressive rules to the rule set and independently evolve agents specialized at specific game sizes. As result, we achieve scores superior to previously published research for the mirror and mixed evaluation of agents.
AISep 26, 2018
Towards Game-based Metrics for Computational Co-creativityRodrigo Canaan, Stefan Menzel, Julian Togelius et al.
We propose the following question: what game-like interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value, surprise and interestingness. We review how these concepts are measured in current computational intelligence research and provide a mapping from modern electronic and tabletop games to open research problems in mixed-initiative systems and computational co-creativity. We propose application scenarios for future research, and a number of metrics under which the performance of cooperative agents in these environments will be evaluated.
AIMar 27, 2018
Accelerating Empowerment Computation with UCT Tree SearchChristoph Salge, Christian Guckelsberger, Rodrigo Canaan et al.
Models of intrinsic motivation present an important means to produce sensible behaviour in the absence of extrinsic rewards. Applications in video games are varied, and range from intrinsically motivated general game-playing agents to non-player characters such as companions and enemies. The information-theoretic quantity of Empowerment is a particularly promising candidate motivation to produce believable, generic and robust behaviour. However, while it can be used in the absence of external reward functions that would need to be crafted and learned, empowerment is computationally expensive. In this paper, we propose a modified UCT tree search method to mitigate empowerment's computational complexity in discrete and deterministic scenarios. We demonstrate how to modify a Monte-Carlo Search Tree with UCT to realise empowerment maximisation, and discuss three additional modifications that facilitate better sampling. We evaluate the approach both quantitatively, by analysing how close our approach gets to the baseline of exhaustive empowerment computation with varying amounts of computational resources, and qualitatively, by analysing the resulting behaviour in a Minecraft-like scenario.
AIMar 27, 2018
Generative Design in Minecraft (GDMC), Settlement Generation CompetitionChristoph Salge, Michael Cerny Green, Rodrigo Canaan et al.
This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, aesthetically appealing and believable settlements adapted to a given Minecraft map - ideally at a level that can compete with human created designs. The aim of the competition is to advance procedural content generation for games, especially in overcoming the challenges of adaptive and holistic PCG. The paper introduces the technical details of the challenge, but mostly focuses on what challenges this competition provides and why they are scientifically relevant.