Evolutionary Computation in Games: Dealing With Uncertainty Paolo - - PowerPoint PPT Presentation

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Evolutionary Computation in Games: Dealing With Uncertainty Paolo - - PowerPoint PPT Presentation

Evolutionary Computation in Games: Dealing With Uncertainty Paolo Burelli - Aalborg University Copenhagen pabu@create.aau.dk - www.paoloburelli.com Me Research in Artificial Intelligence and Computer Graphics (Intelligent User Interfaces)


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Evolutionary Computation in Games: Dealing With Uncertainty

Paolo Burelli - Aalborg University Copenhagen pabu@create.aau.dk - www.paoloburelli.com

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Me

  • Research in Artificial Intelligence

and Computer Graphics (Intelligent User Interfaces)

  • Focus on

Virtual Cinematography and Player Modelling

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Tutorial

  • Evolutionary Computation in Games
  • Uncertainty
  • Uncertainty in Games
  • Examples
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Evolutionary Computation In Games

  • Objective functions
  • Player: performance/human

likeness

  • Game: player experience, balance,

duration...

  • Domain
  • Player: controller/strategy
  • Game: content

configuration

Generate optimal player/game

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Galactic Arms Race

  • Evolving weapons
  • Interactive Evolutionary

Computation

  • Objective function is human evaluation
  • Compositional Pattern-

Producing Networks

  • E. J. Hastings, R. K. Guha and K. O. Stanley. Automatic Content Generation in the Galactic Arms Race Video Game. IEEE Transactions on Computational Intelligence

and AI in Games, 2009.

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Uncertainty

  • Noise
  • Robustness
  • Approximation
  • Dynamic Problem
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Noise

  • Noisy objective function evaluation
  • Same evaluation, different values
  • Genotype v.s. phenotype
  • Environment/Sensor noise
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Robustness

  • Variations of the design variables
  • Variations of the environment
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Approximation

  • Objective function is an

approximation of the real problem

  • Evaluation is time-consuming
  • No real fitness available
  • Additional evaluation necessary
  • Rugged fitness landscape
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Dynamic Problem

  • Optimum moves during optimization
  • Environment
  • Objectives
  • Representation
  • Linear/non-linear motion
  • Oscillation
  • Random jumps
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Uncertainty in Games

  • Affects the quality of content/agent
  • Sources?
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Uncertainty in Games

  • Affects the quality of content/agent
  • Sources:
  • Player
  • Sensors
  • Dynamic virtual environment
  • Complex virtual environment
  • Slow execution

My list

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Examples

  • Automatic Camera Control
  • Experience Driven Procedural Content Generation
  • Simulation Based Optimization
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Example 1: Automatic Camera Control

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Virtual Camera

Camera Action Frame

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Automatic Camera Control

  • Abstraction Layer
  • High Level Properties
  • Automatic Configuration
  • Automatic Animation

Camera Controller Virtual Environment Camera Visual and Motion Properties

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Inputs

Camera Controller Virtual Environment Came Visual and Motion Properties

Composition Properties Animation Properties Camera Properties

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Inputs

Camera Controller Virtual Environment Came Visual and Motion Properties

Subjects Environment Geometry

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CamOn

Camera Controller rtual ronment al and Motion erties

Objective Function Visual and Motion Properties Solver Animator Camera Virtual Env.

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Objective Function

Property 0 Property 1 Property N Object.

  • Func. 0

Object.

  • Func. 1

Object.

  • Func. N

Sum Objective Function

Weight 0 Weight 1 Weight N

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Objective Function: Properties

Visibility Vantage Angle Projection Size Frame Position

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Objective Function: Domain

X Y Z α β

Camera

Position Orientation

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Main source of uncertainty?

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Main source of uncertainty: Dynamic Problem

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Dynamic Problem

  • Subjects and other objects move in the virtual space
  • The frame properties might change
  • The geometry of the subjects might change
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Possible Solution

  • Restart
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Possible Solution

  • Restart
  • Simple
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Possible Solution

  • Restart
  • Simple
  • No time
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Possible Solution

  • Restart
  • Simple
  • No time
  • Waste of information
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Possible Solution

  • Restart
  • Simple
  • No time
  • Waste of information
  • Might be the only solution
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Challenges

Information Reuse

how to store and reuse information about the landscape?

Population Diversity

how to avoid premature population convergence?

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Information Reuse

  • Explicit memory
  • Data structure: landscape fingerprint, optima
  • Ruse part of the population
  • Implicit memory
  • Multiploidy/Diploidy
  • Information validity
  • Generational
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Population Diversity

  • Diversity after change
  • Hypermutation
  • Variable local search
  • Diversity throughout the optimization
  • Random immigrants
  • Multiple populations

Rasmus K. Ursen. Multinational GAs: Multimodal optimization techniques in dynamic environments. Evolutionary Computation Conference, 2000

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Hybrid Genetic Algorithm

  • Hybrid Lamarckian-Darwinian

evolution

  • Explore if early convergence
  • Early convergence if:
  • No improvement for one frame
  • Complete occlusion

Paolo Burelli. Interactive Virtual Cinematography. IT University Of Copenhagen, 2012

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Example 2: Experience Driven Procedural Content Generation

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EDPCG

Georgios N. Yannakakis and Julian Togelius. Experience-driven procedural content generation. IEEE Transactions on Affective Computing, 2011.

Op#mize ¡player ¡ experience Capture ¡player ¡ experience Model ¡the ¡effect ¡

  • f ¡game ¡content
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Challenges

  • How to capture Player Experience?
  • How to evaluate the quality of content?
  • How to optimize game content for Player Experience?
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Capturing Player Experience

  • Subjectively
  • Asking players: self-report questionnaires (ranking, preferences)
  • Objectively
  • Physiology (GCR, EEG, EMG, BVP

,…); eye-tracking; facial expression; speech

  • GamePlay-Based
  • Player game preferences (what players do relates to their experience)
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Content Quality

  • Direct utility/fitness
  • A direct mapping between content and quality; e.g. number of jumps in a platform game
  • Simulation-based
  • An AI agent (human-like?) plays the game for a while and content is evaluated through playing style
  • Interactive fitness
  • Real-time evaluation via a player or players
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Player Experience Model

Optimize Content

Content Optimizer Content Quality Content Representationn

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Main sources of uncertainty?

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Main sources of uncertainty: Noise, Robustness

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Noise

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Dealing with Noise

  • Explicit average
  • Multiple samples per evaluation
  • Average with neighborhud
  • Interpolation
  • Implicit average
  • Increase population size
  • Selection scheme
  • Threshold for selection
  • Noise might be useful...

Sandor Markon, Dirk V. Arnold, Thomas Back, Thomas Beielstein and Hans–Georg Beyer. Thresholding – a Selection Operator for Noisy ES, IEEE Congress on Evolutionary Computation, 2001

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Robustness

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Dealing With Robustness

  • Optimizing Expected Fitness
  • Average in the neighborhood
  • Average with similar previous values
  • Add noise and increase population
  • Multi-Objective Optimization
  • Fitness v.s. Robustness
  • Measure of robustness

Yaochu Jin and Bernhard Sendhoff. Trade-off between Performance and Robustness: An Evolutionary Multiobjective Approach. Evolutionary Multi-Criterion Optimization, 2003 Fitness Robustness

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Example 3: Simulation Based Optimization

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Evolving Strategy Game Units

  • Objective: complementarity
  • Balanced units sets stronger than

unbalanced ones

Tobias Mahlmann, Julian Togelius and Georgios N. Yannakakis. Towards Procedural Strategy Game Generation : Evolving Complementary Unit Types. European Conference on Applications of Evolutionary Computation, 2011.

<

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Problem Characteristics

  • 21 attributes in the gene
  • Objective function based on 6 matches player 200 times
  • 1 minute per evaluation
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Time Consuming Evaluation

  • Long experimental time
  • No possible “real-time” execution
  • Applies also to agent learning
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Main source of uncertainty: Approximation

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Motivations

  • Time consuming evaluation
  • No available analytical fitness
  • Noise Reduction
  • Rugged landscape
  • Smart population initialisation
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Approximation Methods

  • Simplified simulation
  • Data-driven functional approximation
  • Evaluations reduction
  • Fitness inheritance
  • Fitness imitation
  • Fitness assignment
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Dealing With Approximation

Combine approximated function with real-function Individual Based Control

  • Random
  • Best
  • Most uncertain
  • Most representative

Generation Based Control Whole population every N generations

Jürgen Branke and Christian. Faster convergence by means of fitness estimation. Soft Computing, 2005

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Future Work

  • Experiment these techniques in games
  • Use games as a benchmark for uncertainty
  • Other forms of uncertainty?
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References

  • Erin J. Hastings, Ratan K. Guha and Kenneth O. Stanley. Automatic Content Generation in the Galactic Arms Race

Video Game. IEEE Transactions on Computational Intelligence and AI in Games, 2009.

  • Paolo Burelli. Interactive

Virtual Cinematography. IT University Of Copenhagen, 2012

  • Rasmus K. Ursen. Multinational GAs: Multimodal optimization techniques in dynamic environments. Evolutionary Computation

Conference, 2000

  • Georgios N.

Yannakakis and Julian

  • Togelius. Experience-driven procedural content generation. IEEE

Transactions on Affective Computing, 2011.

  • Sandor Markon, Dirk
  • V. Arnold,

Thomas Back, Thomas Beielstein and Hans–Georg Beyer. Thresholding – a Selection Operator for Noisy ES, IEEE Congress on Evolutionary Computation, 2001

  • Yaochu Jin and Bernhard Sendhoff.

Trade-off between Performance and Robustness: An Evolutionary Multiobjective Approach. Evolutionary Multi-Criterion Optimization, 2003

  • Tobias Mahlmann, Julian

Togelius and Georgios N. Yannakakis. Towards Procedural Strategy Game Generation : Evolving Complementary Unit

  • Types. European Conference on Applications of Evolutionary Computation, 2011.
  • Jürgen Branke and Christian. Faster convergence by means of fitness estimation. Soft Computing, 2005
  • Jürgen Branke and

Yaochu Jin. Evolutionary Optimization in Uncertain Environments. IEEE Transaction on Evolutionary Computation, 2005

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Thank you! Questions?

EvoGAMES 2013

Bio-inspired Algorithms in Games

Submission ¡deadline: ¡1 ¡November ¡2012 Vienna, ¡3-­‑5 ¡April ¡2013