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Rinascimento: using event-value functions for playing Splendor

机译:Rinascimento:使用事件值函数播放Splendor

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In the realm of games research, Artificial General Intelligence algorithms often use score as main reward signal for learning or playing actions. However this has shown its severe limitations when the point rewards are very rare or absent until the end of the game. This paper proposes a new approach based on event logging: the game state triggers an event every time one of its features changes. These events are processed by an Event-value Function (EF) that assigns a value to a single action or a sequenceThe experiments have shown that such approach can mitigate the problem of scarce point rewards and improve the AI perfor-mance. Furthermore this represents a step forward in controlling the strategy adopted by the artificial agent, by describing a much richer and controllable behavioural space through the EF. Tuned EF are able to neatly synthesise the relevance of the events in the game. Agents using an EF show more robust when playing games with several opponents.
机译:在游戏研究领域,人工智能算法通常使用分数作为学习或玩游戏的主要奖励信号。但是,当积分奖励在比赛结束之前非常罕见或不存在时,这已显示出其严重的局限性。本文提出了一种基于事件记录的新方法:游戏状态每次在其功能之一发生变化时都会触发一个事件。这些事件由事件值函数(EF)处理,该函数将值分配给单个动作或序列。实验表明,这种方法可以减轻稀缺积分奖励的问题并提高AI性能。此外,这通过描述通过EF的更丰富且可控制的行为空间,代表了在控制人工代理所采用的策略方面迈出的一步。调整后的EF能够巧妙地综合游戏中事件的相关性。与几个对手一起玩游戏时,使用EF的特工表现出更强大的能力。

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