A brief overview of the emerging AI field of "General Games". This presentation was originally given as part of the Researchers' Digest series at University of Strathclyde on 14th Dec 2009.
The document discusses advances in automated planning techniques for game AI beyond STRIPS-style goal oriented planning. It covers topics like landmark analysis, abstraction, heuristics like relaxed plan graphs and landmark heuristics, hierarchical task networks, plan execution with replanning, and integrated planning with execution monitoring. The presentation aims to show how planning remains relevant for game AI by addressing issues like computational complexity and providing less-than-optimal but still believable behavior.
SLIDES WITH NOTES: http://bitly.com/rej-practical-ai
This talk is an introductory material for students and programmers aspiring for developing AI for games.
Talk is split into 2 parts - first part provides an overview on popular AI approaches in games and second part gives an outlook on technology that might be relevant for games AI in the future.
I gave this talk at Vilnius University as a guest speaker in the late October 2016.
The document discusses the various roles involved in game development. It notes that while developers are important, game development requires a team with different specialized roles including designers, artists, producers, testers, and others to support the business operations. It emphasizes that most game development work is done by teams rather than individuals, and that many developers take on multiple roles over the course of their careers.
Thesis _ A model for an adaptive e learning system based on learners' learnin...Nouran Radwan
This document presents research on developing an adaptive e-learning system based on learner diversity in learning styles. It begins with motivations for the research, stating that current e-learning systems do not account for individual differences in how learners learn best. It then discusses the problem statement, background and related work on learning styles and adaptive e-learning. The document outlines the research methodology and proposes a model to develop an adaptive system that takes learning styles into account.
Year 9 art portraiture and the alter ego scheme of workRWFortismere
This document provides instructions for a self-portrait art project using the technique of grids. Students will take a portrait photo, then use a grid system to copy their photo in detail using different patterns and tones to represent values. They will also explore the idea of alter egos through mask-making using discarded materials to reveal a hidden part of their personality.
1. Early pre-historic architecture consisted of megalithic structures like menhirs, dolmens, and cromlechs made from large stone blocks that were likely used for burials.
2. Egyptian architecture developed thick sloping walls, hieroglyphic carvings and paintings, and symbolic ornamentation. Temples were precisely aligned with astronomical events. Notable structures include pyramids like those at Giza and mastabas.
3. Greek architecture featured temples with central shrines surrounded by columns in the Doric, Ionic, or Corinthian orders. The Parthenon had optical illusions in its design.
The document provides information about the Game of the Generals (GG), an educational war game invented in the Philippines. It summarizes the game's history, development, and key rules. GG simulates armies at war using 21 military-ranked pieces on a 9x8 board. Players aim to maneuver their flag to the opponent's back rank while eliminating lower-ranked opposing pieces through challenges adjudicated by a neutral arbiter. The game was created in 1967 and gained popularity despite initial resistance from chess players, leading to the formation of GG clubs and tournaments across the Philippines and other countries.
Scrabble is a word game where 2-4 players score points by placing letter tiles on a board to form words. It was invented in the 1930s by Alfred Mosher Butts and later published by James Brunot. The game consists of a board with a grid layout, letter tiles with different point values, and racks for holding letters. Players take turns drawing new letters and using them to form interlocking words across the board for points. The game encourages strategy and builds vocabulary.
The document discusses advances in automated planning techniques for game AI beyond STRIPS-style goal oriented planning. It covers topics like landmark analysis, abstraction, heuristics like relaxed plan graphs and landmark heuristics, hierarchical task networks, plan execution with replanning, and integrated planning with execution monitoring. The presentation aims to show how planning remains relevant for game AI by addressing issues like computational complexity and providing less-than-optimal but still believable behavior.
SLIDES WITH NOTES: http://bitly.com/rej-practical-ai
This talk is an introductory material for students and programmers aspiring for developing AI for games.
Talk is split into 2 parts - first part provides an overview on popular AI approaches in games and second part gives an outlook on technology that might be relevant for games AI in the future.
I gave this talk at Vilnius University as a guest speaker in the late October 2016.
The document discusses the various roles involved in game development. It notes that while developers are important, game development requires a team with different specialized roles including designers, artists, producers, testers, and others to support the business operations. It emphasizes that most game development work is done by teams rather than individuals, and that many developers take on multiple roles over the course of their careers.
Thesis _ A model for an adaptive e learning system based on learners' learnin...Nouran Radwan
This document presents research on developing an adaptive e-learning system based on learner diversity in learning styles. It begins with motivations for the research, stating that current e-learning systems do not account for individual differences in how learners learn best. It then discusses the problem statement, background and related work on learning styles and adaptive e-learning. The document outlines the research methodology and proposes a model to develop an adaptive system that takes learning styles into account.
Year 9 art portraiture and the alter ego scheme of workRWFortismere
This document provides instructions for a self-portrait art project using the technique of grids. Students will take a portrait photo, then use a grid system to copy their photo in detail using different patterns and tones to represent values. They will also explore the idea of alter egos through mask-making using discarded materials to reveal a hidden part of their personality.
1. Early pre-historic architecture consisted of megalithic structures like menhirs, dolmens, and cromlechs made from large stone blocks that were likely used for burials.
2. Egyptian architecture developed thick sloping walls, hieroglyphic carvings and paintings, and symbolic ornamentation. Temples were precisely aligned with astronomical events. Notable structures include pyramids like those at Giza and mastabas.
3. Greek architecture featured temples with central shrines surrounded by columns in the Doric, Ionic, or Corinthian orders. The Parthenon had optical illusions in its design.
The document provides information about the Game of the Generals (GG), an educational war game invented in the Philippines. It summarizes the game's history, development, and key rules. GG simulates armies at war using 21 military-ranked pieces on a 9x8 board. Players aim to maneuver their flag to the opponent's back rank while eliminating lower-ranked opposing pieces through challenges adjudicated by a neutral arbiter. The game was created in 1967 and gained popularity despite initial resistance from chess players, leading to the formation of GG clubs and tournaments across the Philippines and other countries.
Scrabble is a word game where 2-4 players score points by placing letter tiles on a board to form words. It was invented in the 1930s by Alfred Mosher Butts and later published by James Brunot. The game consists of a board with a grid layout, letter tiles with different point values, and racks for holding letters. Players take turns drawing new letters and using them to form interlocking words across the board for points. The game encourages strategy and builds vocabulary.
Alfred Butts created the board game Scrabble in 1931 by analyzing letter frequencies in the New York Times to determine the letter distribution for the game. He initially called the game "Lexiko" but it was later renamed Scrabble. The game involves forming words on a board with letter tiles and can be played by two or more people. Players take turns drawing tiles, forming words to score points determined by the letters and their position on the board, with the goal of having the highest score at the end of the game.
The document provides an overview of classical period art from ancient Egypt, Greece, and Rome. Egyptian art focused primarily on religious themes and depicting the afterlife to make the deceased's journey pleasant. Greek art had an enormous influence on cultures worldwide, particularly in sculpture and architecture. Key Greek artworks included sculptures like the Aphrodite of Knidos and temples at Delphi. Roman art incorporated styles from conquered territories and is best known for sculptures, architecture like aqueducts and theaters, and realistic paintings including landscapes and portraits.
Here is a comparison of two sculptures from different eras using the indicators you provided:
Name of Sculpture 1: The Pharaoh Menkaure and his Queen
Period/Era: Egyptian Era, 4th Dynasty, 2548-2530 BCE
Name of Sculpture 2: The Discobulus
Period/Era: Classical Greek Era, created by Myron in 450 BCE
Materials used:
Menkaure and his Queen - Stone
The Discobulus - Bronze
The use of elements of arts in the sculpture:
Menkaure and his Queen - Simple shapes, rigid postures. Minimal detail.
The Discobulus - Dynamic curved shapes showing tension
This document provides descriptions of 54 classical artworks from the Rococo, Neoclassicism, and Early Romantic periods depicting mythological, fictional, and historical scenes. The works described include paintings by renowned artists such as François Boucher, Jacques-Louis David, Giovanni Battista Tiepolo, and others. The artworks depict stories and characters from Greek and Roman mythology including Apollo, Diana, Venus, Cupid, as well as historical scenes involving figures like Brutus and Lucretia.
This document discusses a study on the implications of e-learning in Malaysian tertiary education. It begins with an introduction and background to e-learning and its increasing role in education. The study used questionnaires distributed to 50 students and interviews with lecturers and IT professionals at Universiti Kebangsaan Malaysia to understand perceptions of e-learning and challenges to adoption. Key findings indicated that students have positive views of e-learning and Internet access, but infrastructure, changing teaching culture, and lack of skills were challenges faced. The study concludes that e-learning acceptance requires collective effort from students, lecturers, and management with appropriate technology and support.
The Classical Period saw the height of Greek culture and the Roman Empire. Art forms that developed during this time included sculpture, painted pottery, murals, and mosaics. These artworks often depicted important people and leaders like Julius Caesar, as well as gods and goddesses like Zeus, and aimed to portray figures as perfect with active bodies in everyday life or heroic scenes, with little use of perspective.
The document provides information about Roman art from 200 BCE to 400 CE. It discusses that Roman art was heavily influenced by Greek art and was used to celebrate and showcase the power of the Roman Empire and its emperors. Specific art forms discussed include sculpture of Roman leaders that were realistic and placed in public spaces, coins with images of emperors, relief sculptures on architecture, and massive public buildings like the Colosseum and Pantheon that demonstrated the empire's might.
ZugZwang Chess School teaches chess. Chess originated in India as Chaturanga, a game simulating war. It spread to Persia as Shatranj and eventually reached London in its current form.
Roman architecture spanned from 753 BCE to 337 CE, progressing through several periods. Some notable examples include the Temple of Vesta from the Roman Republic in the 1st century BCE, the Ara Pacis altar from 13-9 BCE during the early empire, and the Pantheon's iconic dome structure built under Hadrian in 117-125 CE. Roman architectural styles evolved over this thousand-year time frame, seen in structures like temples, forums, baths, arches and more that incorporated innovative building techniques like vaults and domes.
Ancient Greek art and culture flourished for over a thousand years, beginning in the Mycenaean period and evolving through the Classical and Hellenistic eras. Notable developments include advancing from geometric to naturalistic styles of sculpture and the emergence of democracy and other systematic fields of thought in Classical Athens. Greek art and architecture emphasized ideals of beauty, balance, and proportion that strongly influenced Western civilization.
Table tennis originated from royal tennis and was popularized in England in the late 19th century. The game is played on a table divided by a net using paddles and a small ball. Players must serve underhand, keeping the ball above the table. The standard table is 9 feet long by 5 feet wide, surrounded by netting. Common equipment includes a 2.7 gram ball and wooden paddles covered in rubber.
The document provides information about different art periods and styles from prehistoric times through the medieval era. It discusses the characteristics of cave paintings from the Prehistoric Era and their purpose. Egyptian art is described as highly stylized with symbolic religious themes. Classical Greek paintings are more naturalistic and found on vases and tombs. The styles and purposes of art evolved over time but all contributed to the development of art.
Badminton originated in British India in the mid-18th century. It was developed and standardized in England in the late 19th century. Key events included the publication of the first rules in 1893 and the first All England Open Badminton Championships in 1899. The sport is played with racquets and a lightweight shuttlecock between two opposing players or pairs across a net on a marked court.
This document provides an overview of table tennis, including its history, equipment, basic strokes and techniques. It traces the evolution of the sport from the late 1800s and discusses the various names it was known by over time. The standard equipment of racket, table and ball are described. Fundamental grips, strokes including forehand and backhand drives, pushes, blocks, smashes and basic serving techniques are explained.
Each player begins the game of chess with 16 pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns. The objective is to checkmate the opponent's king by placing it under an inescapable threat of capture. A game can also result in a draw or be won by resignation. Each piece type moves differently and can be used to attack and capture the opponent's pieces. The game is divided into three phases: opening, middlegame, and endgame.
This document provides an overview of Greek and Roman art history from 800 BC to 300 AD. It describes several key aspects of ancient Greek architecture, sculpture, and painting, including the Parthenon, Acropolis, and three orders of columns. It also discusses the three periods of Greek sculpture and their changing focus. For ancient Rome, it outlines major architectural structures like basilicas, the Pantheon and Colosseum, as well as the aqueduct system. Roman art is described as following Greek classical forms with a focus on realism in portrait sculptures and mural paintings.
Greek architecture was dominated by temples built to honor gods. The Greeks developed three architectural orders - Doric, Ionic, and Corinthian - each with distinct proportions and detailing. The Parthenon, built in the 5th century BC on the Acropolis in Athens as a temple to Athena, exemplifies the ideals of Greek architecture through its Doric style. Greek theaters evolved from open areas to more elaborate structures but retained the basic layout, with audiences standing or sitting to watch plays about myths and legends.
Faclilities and equipment used for the game basketballJO GALLEGOS
The document describes the facilities and equipment used for basketball. It discusses the basketball court dimensions for international and NBA games. It also describes the backboard, basket net, ball specifications, game clock, scoreboard, and positions of players including point guard, shooting guard, small forward, power forward, and center. The key equipment are the basketball court, backboard with hoop, and basketball. It provides details on court measurements, net dimensions, and roles of each player position.
This document provides information about the requirements and history of the Chess Merit Badge. It discusses the origins and development of chess, including how the standard Staunton chess set was established. It outlines the requirements for earning the badge, including explaining the benefits of chess, proper etiquette, teaching another Scout how to play, demonstrating different checkmates and ways a game can end in a draw, and explaining elements of strategy and tactics. The document provides detailed descriptions and diagrams to demonstrate chess concepts like piece movement, notation, checkmates, and tactical ideas.
Badminton originated in the 1860s in British India among British military officers and became an official sport in England in the 1890s. It later gained popularity worldwide and became an Olympic sport in 1992. It is played on a court divided by a net with a shuttlecock. The objective is to hit the shuttlecock over the net so the opponent cannot return it. It can be played as singles or doubles, with scoring and techniques varying between the two formats but focused on hitting the shuttlecock back and forth over the net.
Examining Game World Topology PersonalizationSauvik Das
We report on a preliminary investigation into whether there is value in personalizing game-world topologies for CRPGs as well as whether game-world topological preferences can be predicted from player behavior.
Knowing When to Hold 'Em, When to Fold 'Em and When to Blow 'Em UpLuke Dicken
Guest presentation given to a mixed-discipline group at the University of West of Scotland Research Students Society @ UWoS 3rd March 2010.
Topics covered : High level overview of work with AI for Poker, Ms. Pac-Man and my own research on the I2 system, concluding with some of my opinions on the current state of Academic and Industrial Game AI.
Alfred Butts created the board game Scrabble in 1931 by analyzing letter frequencies in the New York Times to determine the letter distribution for the game. He initially called the game "Lexiko" but it was later renamed Scrabble. The game involves forming words on a board with letter tiles and can be played by two or more people. Players take turns drawing tiles, forming words to score points determined by the letters and their position on the board, with the goal of having the highest score at the end of the game.
The document provides an overview of classical period art from ancient Egypt, Greece, and Rome. Egyptian art focused primarily on religious themes and depicting the afterlife to make the deceased's journey pleasant. Greek art had an enormous influence on cultures worldwide, particularly in sculpture and architecture. Key Greek artworks included sculptures like the Aphrodite of Knidos and temples at Delphi. Roman art incorporated styles from conquered territories and is best known for sculptures, architecture like aqueducts and theaters, and realistic paintings including landscapes and portraits.
Here is a comparison of two sculptures from different eras using the indicators you provided:
Name of Sculpture 1: The Pharaoh Menkaure and his Queen
Period/Era: Egyptian Era, 4th Dynasty, 2548-2530 BCE
Name of Sculpture 2: The Discobulus
Period/Era: Classical Greek Era, created by Myron in 450 BCE
Materials used:
Menkaure and his Queen - Stone
The Discobulus - Bronze
The use of elements of arts in the sculpture:
Menkaure and his Queen - Simple shapes, rigid postures. Minimal detail.
The Discobulus - Dynamic curved shapes showing tension
This document provides descriptions of 54 classical artworks from the Rococo, Neoclassicism, and Early Romantic periods depicting mythological, fictional, and historical scenes. The works described include paintings by renowned artists such as François Boucher, Jacques-Louis David, Giovanni Battista Tiepolo, and others. The artworks depict stories and characters from Greek and Roman mythology including Apollo, Diana, Venus, Cupid, as well as historical scenes involving figures like Brutus and Lucretia.
This document discusses a study on the implications of e-learning in Malaysian tertiary education. It begins with an introduction and background to e-learning and its increasing role in education. The study used questionnaires distributed to 50 students and interviews with lecturers and IT professionals at Universiti Kebangsaan Malaysia to understand perceptions of e-learning and challenges to adoption. Key findings indicated that students have positive views of e-learning and Internet access, but infrastructure, changing teaching culture, and lack of skills were challenges faced. The study concludes that e-learning acceptance requires collective effort from students, lecturers, and management with appropriate technology and support.
The Classical Period saw the height of Greek culture and the Roman Empire. Art forms that developed during this time included sculpture, painted pottery, murals, and mosaics. These artworks often depicted important people and leaders like Julius Caesar, as well as gods and goddesses like Zeus, and aimed to portray figures as perfect with active bodies in everyday life or heroic scenes, with little use of perspective.
The document provides information about Roman art from 200 BCE to 400 CE. It discusses that Roman art was heavily influenced by Greek art and was used to celebrate and showcase the power of the Roman Empire and its emperors. Specific art forms discussed include sculpture of Roman leaders that were realistic and placed in public spaces, coins with images of emperors, relief sculptures on architecture, and massive public buildings like the Colosseum and Pantheon that demonstrated the empire's might.
ZugZwang Chess School teaches chess. Chess originated in India as Chaturanga, a game simulating war. It spread to Persia as Shatranj and eventually reached London in its current form.
Roman architecture spanned from 753 BCE to 337 CE, progressing through several periods. Some notable examples include the Temple of Vesta from the Roman Republic in the 1st century BCE, the Ara Pacis altar from 13-9 BCE during the early empire, and the Pantheon's iconic dome structure built under Hadrian in 117-125 CE. Roman architectural styles evolved over this thousand-year time frame, seen in structures like temples, forums, baths, arches and more that incorporated innovative building techniques like vaults and domes.
Ancient Greek art and culture flourished for over a thousand years, beginning in the Mycenaean period and evolving through the Classical and Hellenistic eras. Notable developments include advancing from geometric to naturalistic styles of sculpture and the emergence of democracy and other systematic fields of thought in Classical Athens. Greek art and architecture emphasized ideals of beauty, balance, and proportion that strongly influenced Western civilization.
Table tennis originated from royal tennis and was popularized in England in the late 19th century. The game is played on a table divided by a net using paddles and a small ball. Players must serve underhand, keeping the ball above the table. The standard table is 9 feet long by 5 feet wide, surrounded by netting. Common equipment includes a 2.7 gram ball and wooden paddles covered in rubber.
The document provides information about different art periods and styles from prehistoric times through the medieval era. It discusses the characteristics of cave paintings from the Prehistoric Era and their purpose. Egyptian art is described as highly stylized with symbolic religious themes. Classical Greek paintings are more naturalistic and found on vases and tombs. The styles and purposes of art evolved over time but all contributed to the development of art.
Badminton originated in British India in the mid-18th century. It was developed and standardized in England in the late 19th century. Key events included the publication of the first rules in 1893 and the first All England Open Badminton Championships in 1899. The sport is played with racquets and a lightweight shuttlecock between two opposing players or pairs across a net on a marked court.
This document provides an overview of table tennis, including its history, equipment, basic strokes and techniques. It traces the evolution of the sport from the late 1800s and discusses the various names it was known by over time. The standard equipment of racket, table and ball are described. Fundamental grips, strokes including forehand and backhand drives, pushes, blocks, smashes and basic serving techniques are explained.
Each player begins the game of chess with 16 pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns. The objective is to checkmate the opponent's king by placing it under an inescapable threat of capture. A game can also result in a draw or be won by resignation. Each piece type moves differently and can be used to attack and capture the opponent's pieces. The game is divided into three phases: opening, middlegame, and endgame.
This document provides an overview of Greek and Roman art history from 800 BC to 300 AD. It describes several key aspects of ancient Greek architecture, sculpture, and painting, including the Parthenon, Acropolis, and three orders of columns. It also discusses the three periods of Greek sculpture and their changing focus. For ancient Rome, it outlines major architectural structures like basilicas, the Pantheon and Colosseum, as well as the aqueduct system. Roman art is described as following Greek classical forms with a focus on realism in portrait sculptures and mural paintings.
Greek architecture was dominated by temples built to honor gods. The Greeks developed three architectural orders - Doric, Ionic, and Corinthian - each with distinct proportions and detailing. The Parthenon, built in the 5th century BC on the Acropolis in Athens as a temple to Athena, exemplifies the ideals of Greek architecture through its Doric style. Greek theaters evolved from open areas to more elaborate structures but retained the basic layout, with audiences standing or sitting to watch plays about myths and legends.
Faclilities and equipment used for the game basketballJO GALLEGOS
The document describes the facilities and equipment used for basketball. It discusses the basketball court dimensions for international and NBA games. It also describes the backboard, basket net, ball specifications, game clock, scoreboard, and positions of players including point guard, shooting guard, small forward, power forward, and center. The key equipment are the basketball court, backboard with hoop, and basketball. It provides details on court measurements, net dimensions, and roles of each player position.
This document provides information about the requirements and history of the Chess Merit Badge. It discusses the origins and development of chess, including how the standard Staunton chess set was established. It outlines the requirements for earning the badge, including explaining the benefits of chess, proper etiquette, teaching another Scout how to play, demonstrating different checkmates and ways a game can end in a draw, and explaining elements of strategy and tactics. The document provides detailed descriptions and diagrams to demonstrate chess concepts like piece movement, notation, checkmates, and tactical ideas.
Badminton originated in the 1860s in British India among British military officers and became an official sport in England in the 1890s. It later gained popularity worldwide and became an Olympic sport in 1992. It is played on a court divided by a net with a shuttlecock. The objective is to hit the shuttlecock over the net so the opponent cannot return it. It can be played as singles or doubles, with scoring and techniques varying between the two formats but focused on hitting the shuttlecock back and forth over the net.
Examining Game World Topology PersonalizationSauvik Das
We report on a preliminary investigation into whether there is value in personalizing game-world topologies for CRPGs as well as whether game-world topological preferences can be predicted from player behavior.
Knowing When to Hold 'Em, When to Fold 'Em and When to Blow 'Em UpLuke Dicken
Guest presentation given to a mixed-discipline group at the University of West of Scotland Research Students Society @ UWoS 3rd March 2010.
Topics covered : High level overview of work with AI for Poker, Ms. Pac-Man and my own research on the I2 system, concluding with some of my opinions on the current state of Academic and Industrial Game AI.
Lecture 6 - Procedural Content and Player ModelsLuke Dicken
This is the 6th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I link together the material presented in lectures 3 and 4 on profiling players and show how this can be used to good effect with Procedural Content Generation (lecture 5). I use Silent Hill : Shattered Memories as a specific example, and discuss research using Tomb Raider, and the standard Bartle Player Types.
This session was the first in a series given to a group of University students of differing year groups and abilities. In this lecture, I try to highlight some of the many different aspects that need to be decided when thinking about how to make a game, and demonstrate that simply picking a genre is insufficient.
This document describes games used to teach principles of product development flow. Participants are divided into groups and play two games with different rules. The first game simulates a scrum sprint with a batch size of 1, while the second varies the batch size. Playing the games illustrates how concepts like work in progress limits, queue management and resource utilization can impact flow. The results show that smaller batch sizes and allowing teams to help each other can complete work faster, but with similar total effort. The games are intended to show how optimizing flow at the system level can improve outcomes more than optimizing individuals.
1) Game theory analyzes strategic decision-making between players in situations called games. Games can be modeled using normal or extensive form.
2) In normal form, all choices are made simultaneously. Players choose strategies and receive payoffs. Dominant strategies and dominance can be identified.
3) Extensive form models sequential choices using game trees. Backward induction analyzes the optimal moves working backwards from the end of the tree. Imperfect information means some information is unknown.
1) Game theory analyzes strategic decision-making between players in situations called games. Games can be modeled using normal or extensive form.
2) In normal form, all choices are made simultaneously. Players choose strategies and receive payoffs. Extensive form models sequential choices using game trees.
3) Backward induction analyzes extensive form games by reasoning backwards from the end of the game tree to determine the optimal strategy sequence.
1) Game theory analyzes strategic decision-making between players in situations called games. Games can be modeled using normal or extensive form.
2) In normal form, all choices are made simultaneously. Players choose strategies and receive payoffs. Dominant strategies and dominance can be identified.
3) Extensive form models sequential choices using game trees. Backward induction analyzes the game moving backward in time from end to start. Information asymmetries can be modeled.
1) Game theory analyzes strategic decision-making between players in situations called games. Games can be modeled using normal or extensive form.
2) In normal form, all choices are made simultaneously. Players choose strategies and receive payoffs. Dominant strategies and dominance can be identified.
3) Extensive form models sequential choices using game trees. Backward induction analyzes the game moving backward in time from end to start. Imperfect information means some information is unknown.
1) Game theory analyzes strategic decision-making between players in situations called games. Games can be modeled using normal or extensive form.
2) In normal form, all choices are made simultaneously. Players choose strategies and receive payoffs. Dominant strategies and dominance can be identified.
3) Extensive form models sequential choices using game trees. Backward induction analyzes the game moving backwards in time from end to start. Imperfect information means some information is unknown.
1) Game theory analyzes strategic decision-making between players in situations called games. Games can be modeled using normal or extensive form.
2) In normal form, all choices are made simultaneously. Players choose strategies and receive payoffs. Dominant strategies and dominance can be identified.
3) Extensive form models sequential choices using game trees. Backward induction analyzes the game moving backwards in time from end to start. Imperfect information means some information is unknown.
1) Game theory analyzes strategic decision-making between players in situations called games. Games can be modeled using normal or extensive form.
2) In normal form, all choices are made simultaneously. Players choose strategies and receive payoffs. Strategies can be dominated by others.
3) Extensive form models sequential choices using game trees. Backward induction analyzes the optimal moves working backwards from the end of the tree. Imperfect information means some players don't know others' past actions.
This is the 7th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
This lecture covers ways that we can use AI to manage the experience that the player receives. Topics include Immersive Worlds, Player/Game Interactions, Interactive Fiction and "AI Directors" such as that found in Left4Dead
This is the 5th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I outline some approaches that use AI techniques to automate the creation of content within game world. I make specific reference to assets such as rocks and plants, to interaction mechanisms such as weapons and to quest generating systems, in particular Skyrim's Radiant engine.
Artificial Intelligence in Computer and Video GamesLuke Dicken
This lecture was given at the April meeting of the Glasgow branch of the British Computer Society on 12th April 2010. The lecture was supposed to be given by Dr. Darryl Charles, who fell ill a couple of days before the event, and I was asked to take the lecture instead.
In the presentation I cover the basics of why AI and Games are well suited and give a brief discussion of different types of AI as I see it. I discuss briefly how AI fits into the context of the game in terms of execution.
The bulk of the talk presents case studies in the format of Commercial game -> Theoretical technique used -> Research project using this technique.
It should be noted that the section on Left4Dead was omitted from the lecture as it was presented at the time due to concerns about the length
The Holy Grail Of Multiplayer (Andrew Yoder).pdfHudsonHawk2
The document discusses level design for competitive and casual multiplayer gameplay. It defines competitive as professional tournaments and casual as recreational play. It explores the properties of some of the greatest multiplayer maps like their open environments, iconic themes, and focus on core mechanics. It also examines how competitive maps differ through more complex interior spaces and focus on tactics. The goal is to create "Holy Grail" maps that can satisfy both casual and competitive players through intermediate complexity, readability, and allowing for multiple strategic options. The document outlines the author's work designing levels for Paladins based on principles like strategic variety and centered on core mechanics. It discusses testing maps and getting feedback to better understand player needs and how to design levels that serve both casual and
Game AI 101 - NPCs and Agents and Algorithms... Oh My!Luke Dicken
This is a session originally written for students at Bradley University (Peoria, IL).
It covers a very high level introduction to the concepts behind Game AI, and includes some examples of how we can begin to make characters in a game world perform actions and appear to be making intelligent decisions.
This document summarizes a game design workshop held in Gebze, Turkey in 2011. It introduces two game designers, Artur and Aleksander Sierżęga, and provides details about their game design experience and favorite games. It also discusses topics like prototyping games, what makes mobile games popular, different types of gamers, and developing game mechanics and aesthetics.
The document provides an introduction to game theory and its applications in business. It begins with an opening experiment to demonstrate game theory concepts. It then discusses how actual human behavior in experiments does not always match the theoretical predictions of rational behavior in game theory. The document outlines key elements of games, provides examples of where game theory is applied, and discusses some classic games like the Prisoner's Dilemma and how changing the structural rules of a game can influence outcomes.
This talk, delivered at the Høgskolen i Bergen (Bergen College) in Norway in October 2014. It covers some recent games and deconstructs potential AI techniques that could* be used by these games to achieve this.
* Note that the author has no knowledge of the internals of these games and this is broadly educated speculation.
What's with all the zombies in games right now? In this session, I talk about some of the reasons that Zombies are a lazy AI Engineers dream come true and what we could be doing instead
Around three years ago I took my first steps into the games industry. Now I'm reasonably well known, recognised as an expert in my area and get to present at conferences around the world. The things that have helped me achieve that though aren't all that hard, and in this talk I discuss some of the tools I've used to become who I am, as well as talking a lot about my own insecurities and those that many other developers were able to share with me.
Procedural Processes - Lessons Learnt from Automated Content Generation in "E...Luke Dicken
In this talk, given at the 2012 No Show Conference, and alongside long-term partner in crime Heather Decker-Davis, we talk about our game "Easy Money?" and our approach to content generation - along with the challenges they provided and the way it affected our workflow.
Lecture 8 - What is Game AI? Final ThoughtsLuke Dicken
This is the last lecture in the series series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
In this lecture I rehash the fundamental differences between Game AI and the traditional AI that has been taught in previous courses. It also includes a (frankly time-filling) section called the "Brain Dump" where I briefly touch on a bunch of things I was thinking about at the time.
This is the 3rd of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
This lecture moves beyond the Game Theoretic definition of a game, and demonstrates how algorithms can be used not only to find a single good choice, but a sequence of choices that will eventually reach a winning state.
This is the 2nd of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
This lecture covers the fundamentals of probability theory, and is relatively basic to ensure that all students have a good grasp on the concept.
This is the first of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
This lecture introduces the concept of a game, and the branch of mathematics known as Game Theory.
This is the 4th of an 8 lecture series that I presented at University of Strathclyde in 2011/2012 as part of the final year AI course.
This lecture shows how we can use mathematical analysis to classify players into stereotypes and leverage this classification into generating more successful decisions.
(Some content appears to be missing from the end of this one - I'll fix this as soon as I can)
Influence Landscapes - From Spatial to Conceptual RepresentationsLuke Dicken
These slides are from a presentation of a paper from AISB 2011. They lay out the concept of the Influence Landscape, a technique which uses Automated Planning tools to apply Influence Map-style representations to conceptual as well as spatial representations
The Strathclyde Poker Research EnvironmentLuke Dicken
This presentation was given at AISB 2011 and introduces the Strathclyde Poker Research Environment (SPREE) an open tool for Poker research. Available from Sourceforge @ https://sourceforge.net/projects/spree-poker/
The Ludic Fallacy Applied to Automated PlanningLuke Dicken
This is a short talk I gave to the Strathclyde Planning Group on deficiencies I can see in the way we thing and reason about planning in non-deterministic environments. PPDDL - the accepted standard - is overly simplistic and can get us into hot water because we focus on solving the PPDDL problem, rather than the Real World problem it models.
The breakout session that followed was very useful for generating a lot of ideas about different threads we could use to attack the weaknesses of PPDDL and work being done around the edges, which I hope to summarise at some point.
Integrated Influence - The Six Million Dollar Man of AILuke Dicken
This presentation introduces the fundamentals of contemporary AI research and highlights a significant challenge that we have still not addressed - namely that we have to trade quality of decision making against speed of decision making.
It goes on to discuss the concepts behind the "Integrated Influence Architecture", a new approach to making high-speed and high-quality decisions currently under development at University of Strathclyde.
The document discusses an approach called the Integrated Influence Architecture for planning agent execution in dynamic environments. It generates "influence landscapes" from multiple data sources to allow agents to react deliberatively or deliberate reactively based on a continuous range of stimuli. Key components include stacks that produce landscapes from domain structure, environmental data, and plan data. The unified landscape guides agent decisions while allowing loose conformity to plans for flexibility.
Project Management Semester Long Project - Acuityjpupo2018
Acuity is an innovative learning app designed to transform the way you engage with knowledge. Powered by AI technology, Acuity takes complex topics and distills them into concise, interactive summaries that are easy to read & understand. Whether you're exploring the depths of quantum mechanics or seeking insight into historical events, Acuity provides the key information you need without the burden of lengthy texts.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
2. Games and AI
• As long as there have been games requiring
more than one player, there has been a
desire to play them with fewer people using
automated opponents.
2
4. Some History
• The Mechanical Turk, developed in 1770,
was “capable” of playing games of chess
automatically.
3
5. Some History
• The Mechanical Turk, developed in 1770,
was “capable” of playing games of chess
automatically.
• It was actually a fraud, but the interest in
the technology has been there for 250
years.
3
8. Deep Blue
• Initially a joint Carnegie Mellon / IBM
project called “Deep Thought”
• Poor performance led to a second
incarnation as “Deep Blue”
4
9. Deep Blue
• Initially a joint Carnegie Mellon / IBM
project called “Deep Thought”
• Poor performance led to a second
incarnation as “Deep Blue”
• Beat Kasparov in one game ’96, won* a
rematch in ’97
4
10. Deep Blue
• Initially a joint Carnegie Mellon / IBM
project called “Deep Thought”
• Poor performance led to a second
incarnation as “Deep Blue”
• Beat Kasparov in one game ’96, won* a
rematch in ’97
• Brute force approach - not sophisticated
4
13. Chinook
• Checkers player developed at University of
Alberta in 1989
• Placed 2nd in US Nationals. Won the 1994
Man vs. Machine World Championship
5
14. Chinook
• Checkers player developed at University of
Alberta in 1989
• Placed 2nd in US Nationals. Won the 1994
Man vs. Machine World Championship
• Has a playbook of opening moves, a
method of evaluating game states and a
prior knowledge of all end-game states
5
16. What are “General Games”?
• Most famous players can play a single game.
6
17. What are “General Games”?
• Most famous players can play a single game.
• They use specific knowledge about these
games to become good players.
6
18. What are “General Games”?
• Most famous players can play a single game.
• They use specific knowledge about these
games to become good players.
• General Games are not known by the
player in advance. Given just a description
they must work out how best to play.
6
20. Why?
• There’s little scientific value of making AI
that can play a single game - or games in
general.
7
21. Why?
• There’s little scientific value of making AI
that can play a single game - or games in
general.
• However, the ability to adapt to new
scenarios, to reason about the behaviour of
other players and achieve an overall
objective is hugely important.
7
22. Why?
• There’s little scientific value of making AI
that can play a single game - or games in
general.
• However, the ability to adapt to new
scenarios, to reason about the behaviour of
other players and achieve an overall
objective is hugely important.
• AAAI offers an annual GGP competition
7
25. Describing Games
• Games are described by capturing their
characteristics
• Number of players (and their roles)
8
26. Describing Games
• Games are described by capturing their
characteristics
• Number of players (and their roles)
• Actions that can be taken, how they affect the
world and when they can be taken
8
27. Describing Games
• Games are described by capturing their
characteristics
• Number of players (and their roles)
• Actions that can be taken, how they affect the
world and when they can be taken
• The goal of the game for each player and the
score they get for that end-state
8
30. Advanced GDL
• Control - The GDL spec forces both
players to move concurrently. A control
predicate can be used to force a turn-based
approach, by only allowing one player to
make an important move at one time.
10
31. Advanced GDL
• Control - The GDL spec forces both
players to move concurrently. A control
predicate can be used to force a turn-based
approach, by only allowing one player to
make an important move at one time.
• Turn counter - GDL does not allow for
fluents. The only way a counter can work is
to activate a sequence of predicates.
10
33. GDL vs PDDL
• GDL has many concepts in common with
PDDL
11
34. GDL vs PDDL
• GDL has many concepts in common with
PDDL
• But its pretty primitive by comparison.
11
35. GDL vs PDDL
• GDL has many concepts in common with
PDDL
• But its pretty primitive by comparison.
• In particular, Frame Axioms are handled
INCREDIBLY badly.
11
36. GDL vs PDDL
• GDL has many concepts in common with
PDDL
• But its pretty primitive by comparison.
• In particular, Frame Axioms are handled
INCREDIBLY badly.
• In a new state, the only things that are true are
those explicitly made true by the actions taken.
11
37. Extensions to GDL
• GDL describes simplistic games.
• Much richer language required to represent
many games.
• World Description Language is an
extended version of GDL to include
modules such as random chance as
importable libraries.
12
38. Flow of a Game
• Games require a Game Master to control
them.
• GM connects to each player in turn, gives
them the GDL definition and the time
parameters
• GM then connects to each player in turn,
gives them the moves made the previous
turn and receives that player’s move.
13
41. Supporting Systems
• Need to have a Game Master system to
control execution
• Need to be able to parse a GDL definition
into something that can be manipulated
inside a program
14
42. Supporting Systems
• Need to have a Game Master system to
control execution
• Need to be able to parse a GDL definition
into something that can be manipulated
inside a program
• And of course, also need agents
14
43. GG Players
• Players communicate using TCP/IP
• Given a fixed amount of time between
being given the definition and being asked
for the first move.
• Each move request must be answered
within a limited time - typically around 5s
to pick the next move to be made and
answer the GM.
15
44. Game Heuristics
• The biggest problem with these types of
games is that there’s no general way of
analysing a given state for how “good” it is
without trying to evaluate the full space.
• This means that choosing an action at a
particular state is tough.
16
45. Another Planning Slide
• Domain independent heuristics are
something we deal with on a daily basis in
the planning side of AI
• Are our techniques applicable in some way?
17
47. RPG Applied to GGP
• The Relaxed Plan Graph is a simplistic
version of the world
18
48. RPG Applied to GGP
• The Relaxed Plan Graph is a simplistic
version of the world
• Things that have become true are always
true, there are no negative effects to
actions
18
49. RPG Applied to GGP
• The Relaxed Plan Graph is a simplistic
version of the world
• Things that have become true are always
true, there are no negative effects to
actions
• How can this be applied to GDL?
18
52. RPG - What Happens?
• Tic Tac Toe example :
facts 1 - (cell 1 1 B)
actions 1 -(mark 1 1 xplayer)
facts 2 - (cell 1 1 B) (cell 1 1 X)
• In planning this kind of retention of old
factoids is not a major issue. How
problematic is it in GDL?
20
53. Unrealistic Wins
• Tic Tac Toe - Turn 5 under the RPG
Facts 5 : (cell 1 1 B) (cell 1 2 B)....
(cell 1 1 x) (cell 1 2 x)
(cell 1 3 o) (cell 2 3 o)
Action 5 : (mark 1 3 x)
• RPG has given a false victory to x
21
54. More RPG in GDL
• Consider another aspect of the Tic Tac Toe
game:
facts 1 - (cell 1 1 B) (control xplayer)
actions 1 -(mark 1 1 xplayer)
facts 2 - (cell 1 1 B) (cell 1 1 X)
(control xplayer) (control oplayer)
22
55. Heuristics
• RPG is one of our best heuristics and it is
far too disruptive and uninformative to
apply directly to GDL - we rely much more
heavily on the delete effects of actions.
• Not to say all our heuristics will fail, or that
RPG can’t be adapted to maintain the
concept somehow but work more
effectively.
23
56. MiniMax Player
• MiniMax is a game theoretic technique that
assumes that the opponent is actively
conspiring against the player - paranoia.
• At each decision point the opponent has, it
will attempt to minimise our expected
payoff.
• The player must then find the move that
maximises this minimal payoff.
24
57. FluxPlayer
• Winner of AAAI GGP competition 2006
• Uses Fluent Calculus to determine effects
of actions in a more generalised manner
• Fuzzy Logic used to create an evaluation of
how closely a state matches a described
goal state
• Structure determination in the GDL
25
58. CADIAPlayer
• Won AAAI GGP Competition ’07 and ’08
• Created by Finnsson and Björnsson
• UCT / Monte Carlo approach
• Simulated probing to establish likely
outcomes of different actions
• Sampling biased towards better seeming
states to more fully explore these areas
26
59. Future
• Subject of an abandoned 4th Year project.
• Investigating portfolio approaches and
game classification by feature extraction.
• Planned to resume next year.
• General Games will be run as part of 3rd
Year Foundations of Artificial Intelligence
coursework.
27