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Evolving visibly intelligent behavior for embedded game agents.

机译:嵌入式游戏代理不断发展的可视化智能行为。

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摘要

Machine learning has proven useful for producing solutions to various problems, including the creation of controllers for autonomous intelligent agents. However, the control requirements for an intelligent agent sometimes go beyond the simple ability to complete a task, or even to complete it efficiently: An agent must sometimes complete a task in style. For example, if an autonomous intelligent agent is embedded in a game where it is visible to human observers, and plays a role that evokes human intuitions about how that role should be fulfilled, then the agent must fulfill that role in a manner that does not dispel the illusion of intelligence for the observers. Such visibly intelligent behavior is a subset of general intelligent behavior: a subset that we must be able to provide if our methods are to be adopted by the developers of games and simulators.; This dissertation continues the tradition of using neuroevolution to train artificial neural networks as controllers for agents embedded in strategy games or simulators, expanding that work to address selected issues of visibly intelligent behavior. A test environment is created and used to demonstrate that modified methods can create desirable behavioral traits such as flexibility, consistency, and adherence to a doctrine, and suppress undesirable traits such as seemingly erratic behavior and excessive predictability. These methods are designed to expand a program of work leading toward adoption of neuroevolution by the commercial gaming industry, increasing player satisfaction with their products, and perhaps helping to set AI forward as The Next Big Thing in that industry. As the capabilities of research-grade machine learning converge with the needs of the commercial gaming industry, work of this sort can be expected to expand into a broad and productive area of research into the nature of intelligence and the behavior of autonomous agents.
机译:事实证明,机器学习可用于解决各种问题,包括为自主智能代理创建控制器。但是,对智能代理程序的控制要求有时超出了完成任务甚至有效完成任务的简单能力:代理程序有时必须以样式完成任务。例如,如果将自主智能代理嵌入到游戏中,而游戏对于人类观察者来说是可见的,并且扮演着引起人们对应该如何实现该角色的直觉的角色,那么该代理必须以不消除观察者的智力幻想。这种明显的智能行为是一般智能行为的子集:如果游戏和模拟器的开发人员要采用我们的方法,则我们必须能够提供该子集。本文延续了使用神经进化来训练人工神经网络作为嵌入策略游戏或模拟器中的智能体控制器的传统,并扩展了其工作范围,以解决明显的智能行为问题。创建了一个测试环境,并用于证明修改后的方法可以创建合乎需要的行为特征,例如灵活性,一致性和坚持原则,并抑制不合需要的特征,例如看似不稳定的行为和过度的可预测性。这些方法的目的是扩大工作计划,从而导致商业游戏行业采用神经进化,提高玩家对其产品的满意度,并可能有助于使AI成为该行业的下一个大事件。随着研究级机器学习的功能与商业游戏行业的需求融合,可以预期这类工作将扩展到关于智能的本质和自治代理行为的广泛而富有成果的研究领域。

著录项

  • 作者

    Bryant, Bobby Don.;

  • 作者单位

    The University of Texas at Austin.$bDepartment of Computer Sciences.;

  • 授予单位 The University of Texas at Austin.$bDepartment of Computer Sciences.;
  • 学科 Artificial Intelligence.; Computer Science.
  • 学位 Ph.D.
  • 年度 2006
  • 页码 185 p.
  • 总页数 185
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 人工智能理论;自动化技术、计算机技术;
  • 关键词

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