Reinforcement learning is one of the most popular approaches for automated game playing. This method allows an agent to estimate the expected utility of its state in order to make optimal actions in an unknown environment. We seek to apply reinforcement learning algorithms to the game Flappy Bird. We implement SARSA and Q-Learning with some modifications such as $ε$-greedy policy, discretization and backward updates. We find that SARSA and Q-Learning outperform the baseline, regularly achieving scores of 1400+, with the highest in-game score of 2069.
Insects and hummingbirds exhibit extraordinary flight capabilities and can simultaneously master seemingly conflicting goals: stable hovering and aggressive maneuvering, unmatched by small scale man-made vehicles. Flapping Wing Micro Air Vehicles (FWMAVs) hold great promise for closing this performance gap. However, design and control of such systems remain challenging due to various constraints. Here, we present an open source high fidelity dynamic simulation for FWMAVs to serve as a testbed for the design, optimization and flight control of FWMAVs. For simulation validation, we recreated the…
We train a reinforcement learner to play a simplified version of the game Angry Birds. The learner is provided with a game state in a manner similar to the output that could be produced by computer vision algorithms. We improve on the efficiency of regular ε-greedy Q-Learning with linear function approximation through more systematic exploration in Randomized Least Squares Value Iteration (RLSVI), an algorithm that samples its policy from a posterior distribution on optimal policies. With larger state-action spaces, efficient exploration becomes increasingly important, as evidenced by the fast…
For over a decade now, robotics and the use of artificial agents have become a common thing.Testing the performance of new path finding or search space optimization algorithms has also become a challenge as they require simulation or an environment to test them.The creation of artificial environments with artificial agents is one of the methods employed to test such algorithms.Games have also become an environment to test them.The performance of the algorithms can be compared by using artificial agents that will behave according to the algorithm in the environment they are put in.The performan…
The Australian National University(澳大利亚国立大学);Charles University(查理大学)
Angry Birds is a popular video game in which the player is provided with a sequence of birds to shoot from a slingshot. The task of the game is to destroy all green pigs with maximum possible score. Angry Birds appears to be a difficult task to solve for artificially intelligent agents due to the sequential decision-making, non-deterministic game environment, enormous state and action spaces and requirement to differentiate between multiple birds, their abilities and optimum tapping times. We describe the application of Deep Reinforcement learning by implementing Double Dueling Deep Q-network …
The University of Texas at Austin(德克萨斯大学奥斯汀分校);Cognizant Technology Solutions(高知特科技解决方案公司)
In order to deploy autonomous agents in digital interactive environments, they must be able to act robustly in unseen situations. The standard machine learning approach is to include as much variation as possible into training these agents. The agents can then interpolate within their training, but they cannot extrapolate much beyond it. This paper proposes a principled approach where a context module is coevolved with a skill module in the game. The context module recognizes the temporal variation in the game and modulates the outputs of the skill module so that the action decisions can be ma…
IBM Research AI(IBM研究院人工智能部门);Ascent Robotics Inc.(Ascent机器人公司)
Reinforcement learning methods require careful design involving a reward function to obtain the desired action policy for a given task. In the absence of hand-crafted reward functions, prior work on the topic has proposed several methods for reward estimation by using expert state trajectories and action pairs. However, there are cases where complete or good action information cannot be obtained from expert demonstrations. We propose a novel reinforcement learning method in which the agent learns an internal model of observation on the basis of expert-demonstrated state trajectories to estimat…
Hierarchical End-to-End Autonomous Driving: Integrating BEV Perception with Deep Reinforcement Learning
School of Vehicle and Mobility, Tsinghua University(清华大学车辆与学院);State Key Laboratory of Intelligent Green Vehicle and Mobility, Tsinghua University(清华大学智能绿色车辆与交通全国重点实验室);School of Computer Science and Engineering, Central South University(中南大学计算机科学与工程学院)
MTIR-SQL: Multi-turn Tool-Integrated Reasoning Reinforcement Learning for Text-to-SQL
Meituan(美团);Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所);School of Artificial Intelligence, University of Chinese Academy of Sciences(中国科学院大学人工智能学院);Beijing Institute of Technology(北京理工大学);Shanghai Jiao Tong University(上海交通大学);Peking University(北京大学)
This paper presents an overview of the sixth AIBIRDS competition, held at the 26th International Joint Conference on Artificial Intelligence. This competition tasked participants with developing an intelligent agent which can play the physics-based puzzle game Angry Birds. This game uses a sophisticated physics engine that requires agents to reason and predict the outcome of actions with only limited environmental information. Agents entered into this competition were required to solve a wide assortment of previously unseen levels within a set time limit. The physical reasoning and planning re…
We propose a novel simulation model that is able to predict the per-level churn and pass rates of Angry Birds Dream Blast, a popular mobile free-to-play game. Our primary contribution is to combine AI gameplay using Deep Reinforcement Learning (DRL) with a simulation of how the player population evolves over the levels. The AI players predict level difficulty, which is used to drive a player population model with simulated skill, persistence, and boredom. This allows us to model, e.g., how less persistent and skilled players are more sensitive to high difficulty, and how such players churn ear…
Recent findings suggest that humans deploy cognitive mechanism of physics simulation engines to simulate the physics of objects. We propose a framework for bots to deploy probabilistic programming tools for interacting with intuitive physics environments. The framework employs a physics simulation in a probabilistic way to infer about moves performed by an agent in a setting governed by Newtonian laws of motion. However, methods of probabilistic programs can be slow in such setting due to their need to generate many samples. We complement the model with a model-free approach to aid the samplin…
OpenAI's ChatGPT Atlas introduces new capabilities for web interaction, enabling the model to analyze webpages, process user intents, and execute cursor and keyboard inputs directly within the browser. While its capacity for information retrieval tasks has been demonstrated, its performance in dynamic, interactive environments remains less explored. In this study, we conduct an early evaluation of Atlas's web interaction capabilities using browser-based games as test scenarios, including Google's T-Rex Runner, Sudoku, Flappy Bird, and Stein.world. We employ in-game performance scores as quanti…