Seminar Künstliche Intelligenz



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Transcription:

Seminar Künstliche Intelligenz Games Ruth Janning Information Systems and Machine Learning Lab, Stiftung Universität Hildesheim Sommersemester 2013

Seminar Künstliche Intelligenz Contents Games Themen Klassische Algorithmen Stochastic und Partially Observable Games General Game Playing Game AI & Learning Board Game Rules Spieltheorie Termine R. Janning Sommersemester 2013 2 / 13

Seminar Künstliche Intelligenz Contents Games Themen Klassische Algorithmen Stochastic und Partially Observable Games General Game Playing Game AI & Learning Board Game Rules Spieltheorie Termine R. Janning Sommersemester 2013 2 / 13

Seminar Ku nstliche Intelligenz Deliverables Die End-Note basiert auf: I Vortrag (45 Min.) mit anschließender Diskussion I Schriftliche Arbeit I I I 15-20 Seiten, A4, 12pt Fa llig am Ende des Semesters (12.08.13) Abzugeben: I I I 3 gedruckte und gebundene Exemplare der Arbeit 1 digitale Version (CD/DVD) mit sa mtlichen Daten (Arbeit, Folien, Source code, weitere verwendete Materialien) Teilnahme an Diskussion R. Janning Sommersemester 2013 3 / 13

Seminar Künstliche Intelligenz Ablauf Einführungs-Veranstaltung (22.04.13) Themenvergabe 6 Vortrags-Termine (Montag, 03.06.13, 10.06.13, 17.06.13, 24.06.13, 01.07.13, 08.07.13) mit je zwei Vorträgen Abgabe Arbeit (12.08.13) R. Janning Sommersemester 2013 4 / 13

Seminar Künstliche Intelligenz Games Themen Klassische Algorithmen Contents Games Themen Klassische Algorithmen Stochastic und Partially Observable Games General Game Playing Game AI & Learning Board Game Rules Spieltheorie Termine R. Janning Sommersemester 2013 4 / 13

Seminar Künstliche Intelligenz Games Themen Klassische Algorithmen Themen 1. Optimal Decisions and Imperfect Real-Time Decisions in Games (Mini-Max-Algorithmus, Alpha-Beta-Pruning, Evaluation functions, Cutting off search, Forward pruning) Startliteratur: 5. Kapitel (Abschnitt 5.1-5.4) in: S.J. Russell, P. Norvig (2010): Artificial intelligence : a modern approach, Pearson. 2. Improvements of Alpha-Beta Prunning Startliteratur: A. Saffidine, H. Finnsson, M. Buro (2012): Alpha-Beta Pruning for Games with Simultaneous Moves, In: Proceedings of AAAI 2012. 3. Alpha-Beta Search and Dots-And-Boxes Startliteratur: J.K. Barker, R.E. Korf (2012): Solving Dots-And-Boxes, In: Proceedings of AAAI 2012. 4. Improvements of A* Search for Games Startliteratur: J.K. Barker, R.E. Korf (2012): Solving Peg Solitaire with Bidirectional BFIDA*, In: Proceedings of AAAI 2012. R. Janning Sommersemester 2013 5 / 13

Seminar Künstliche Intelligenz Games Themen Stochastic und Partially Observable Games Contents Games Themen Klassische Algorithmen Stochastic und Partially Observable Games General Game Playing Game AI & Learning Board Game Rules Spieltheorie Termine R. Janning Sommersemester 2013 5 / 13

Seminar Künstliche Intelligenz Games Themen Stochastic und Partially Observable Games Themen 5. Stochastic Games and Partially Observable Games Startliteratur: 5. Kapitel (Abschnitt 5.5-5.8) in: S.J. Russell, P. Norvig (2010): Artificial intelligence : a modern approach, Pearson. 6. Developments in Partially Observable Games Startliteratur: M. Richards, E. Amir (2012): Information Set Generation in Partially Observable Games, In: Proceedings of AAAI 2012. R. Janning Sommersemester 2013 6 / 13

Seminar Künstliche Intelligenz Games Themen General Game Playing Contents Games Themen Klassische Algorithmen Stochastic und Partially Observable Games General Game Playing Game AI & Learning Board Game Rules Spieltheorie Termine R. Janning Sommersemester 2013 6 / 13

Seminar Künstliche Intelligenz Games Themen General Game Playing General Game Playing The General Game Playing (GGP) challenge... centers around the creation of intelligent game-playing agents that can accept and skillfully play any game that comes their way. The language used to describe games in GGP is called the Game Description Language (GDL). 1 General Game Playing (GGP) is concerned with the design of AI systems able to understand the rules of new games and to use such descriptions to play those games effectively. 2 1 H. Finnsson (2012): Generalized Monte-Carlo Tree Search Extensions for General Game Playing, In: Proceedings of AAAI 2012. 2 M. Schofield, T. Cerexhe, M. Thielscher (2012): HyperPlay: A Solution to General Game Playing with Imperfect Information, In: Proceedings of AAAI 2012. R. Janning Sommersemester 2013 7 / 13

Seminar Künstliche Intelligenz Games Themen General Game Playing Themen 7. General Game Playing with Imperfect Information Startliteratur: M. Schofield, T. Cerexhe, M. Thielscher (2012): HyperPlay: A Solution to General Game Playing with Imperfect Information, In: Proceedings of AAAI 2012. 8. Extensions for General Game Playing Startliteratur: H. Finnsson (2012): Generalized Monte-Carlo Tree Search Extensions for General Game Playing, In: Proceedings of AAAI 2012. R. Janning Sommersemester 2013 8 / 13

Seminar Künstliche Intelligenz Games Themen Game AI & Learning Board Game Rules Contents Games Themen Klassische Algorithmen Stochastic und Partially Observable Games General Game Playing Game AI & Learning Board Game Rules Spieltheorie Termine R. Janning Sommersemester 2013 8 / 13

Seminar Künstliche Intelligenz Games Themen Game AI & Learning Board Game Rules Game Artificial Intelligence Game Artificial Intelligence (Game AI) is a sub-discipline of Artificial Intelligence (AI) and Machine Learning (ML) that explores the ways in which AI and ML can augment player experiences in computer games.... Artificial Intelligence in Computer Games (Game AI) refers to algorithmic techniques to augment the player s experience in computer and video games. The goal of Game AI as a discipline is to produce the illusion of intelligence in the behavior of Non-Player Characters... in the virtual world of the computer game. 3 3 M. O. Riedl (2012): Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games, In: Proceedings of AAAI 2012. R. Janning Sommersemester 2013 9 / 13

Seminar Künstliche Intelligenz Games Themen Game AI & Learning Board Game Rules Themen 9. Game Artificial Intelligence Startliteratur: M. O. Riedl (2012): Interactive Narrative: A Novel Application of Artificial Intelligence for Computer Games, In: Proceedings of AAAI 2012. 10. Learning Board Game Rules Startliteratur: L. Kaiser (2012): Learning Games from Videos Guided by Descriptive Complexity, In: Proceedings of AAAI 2012. R. Janning Sommersemester 2013 10 / 13

Seminar Künstliche Intelligenz Games Themen Spieltheorie Contents Games Themen Klassische Algorithmen Stochastic und Partially Observable Games General Game Playing Game AI & Learning Board Game Rules Spieltheorie Termine R. Janning Sommersemester 2013 10 / 13

Seminar Künstliche Intelligenz Games Themen Spieltheorie Spieltheorie The multiagent systems community has adopted game theory as a framework for the design of systems of multiple self-interested agents. For this to be effective, efficient algorithms must be designed to compute the solutions that game theory prescribes. 4 4 V. Conitzer (2012): Computing Game-Theoretic Solutions and Applications to Security, In: Proceedings of AAAI 2012. R. Janning Sommersemester 2013 11 / 13

Seminar Künstliche Intelligenz Games Themen Spieltheorie Themen 11. Computational Game Theory for Security Startliteratur: V. Conitzer (2012): Computing Game-Theoretic Solutions and Applications to Security, In: Proceedings of AAAI 2012. 12. Applications of Computational Game Theory for Security Startliteratur: C. Baldwin, J. DiRenzo, B. Maule, G. Meyer (2012): PROTECT: An Application of Computational Game Theory for the Security of the Ports of the United States, In: Proceedings of AAAI 2012. R. Janning Sommersemester 2013 12 / 13

Seminar Künstliche Intelligenz Termine Contents Games Themen Klassische Algorithmen Stochastic und Partially Observable Games General Game Playing Game AI & Learning Board Game Rules Spieltheorie Termine R. Janning Sommersemester 2013 12 / 13

Seminar Künstliche Intelligenz Termine Termine und Themen 03.06.13 (1) Optimal Decisions and Imperfect Real-Time Decisions in Games (Tim Naujoks) (2) Alpha-Beta Search and Dots-And-Boxes (Jan Vornkahl) 10.06.13 (3) Improvements of Alpha-Beta Prunning (Ulrich Schmidt) (4) Improvements of A* Search for Games (Christoph Rathmann) 17.06.13 (5) Stochastic Games and Partially Observable Games (Marc-Lennart Meyer) (6) Developments in Partially Observable Games (Nils Cassens) 24.06.13 (7) General Game Playing with Imperfect Information (Lea Kristin Gerling) (8) Extensions for General Game Playing (Marcel Siebert) 01.07.13 (9) Game Artificial Intelligence (Jan Mazurek) (10) Learning Board Game Rules (Elena Ascher) 08.07.13 (11) Computational Game Theory for Security (Sebastian Sasse) (12) Applications of Computational Game Theory for Security (Niklas Schröter) R. Janning Sommersemester 2013 13 / 13