The General Video Game Artificial Intelligence (GVGAI) competition has been running for several years with various tracks. This paper focuses on the challenge of the GVGAI learning track in which 3 games are selected and 2 levels are given for training, while 3 hidden levels are left for evaluation. This setup poses a difficult challenge for current Reinforcement Learning (RL) algorithms, as they typically require much more data. This work investigates 3 versions of the Advantage Actor-Critic (A2C) algorithm trained on a maximum of 2 levels from the available 5 from the GVGAI framework and compares their performance on all levels. The selected sub-set of games have different characteristics, like stochasticity, reward distribution and objectives. We found that stochasticity improves the generalisation, but too much can cause the algorithms to fail to learn the training levels. The quality of the training levels also matters, different sets of training levels can boost generalisation over all levels. In the GVGAI competition agents are scored based on their win rates and then their scores achieved in the games. We found that solely using the rewards provided by the game might not encourage winning.
Southern University of Science and Technology(南方科技大学);University of Birmingham(伯明翰大学);New York University(纽约大学)
Reinforcement learning algorithms have performed well in playing challenging board and video games. More and more studies focus on improving the generalisation ability of reinforcement learning algorithms. The General Video Game AI Learning Competition aims to develop agents capable of learning to play different game levels that were unseen during training. This paper summarises the five years' General Video Game AI Learning Competition editions. At each edition, three new games were designed. The training and test levels were designed separately in the first three editions. Since 2020, three …
Queen Mary University of London(伦敦玛丽女王大学);Southern University of Science and Technology(南方科技大学)
The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent re…
University of Edinburgh(爱丁堡大学);Sorbonne Université(索邦大学);German Aerospace Center (DLR)(德国航空航天中心)
Deep Reinforcement Learning has shown great success in a variety of control tasks. However, it is unclear how close we are to the vision of putting Deep RL into practice to solve real world problems. In particular, common practice in the field is to train policies on largely deterministic simulators and to evaluate algorithms through training performance alone, without a train/test distinction to ensure models generalise and are not overfitted. Moreover, it is not standard practice to check for generalisation under domain shift, although robustness to such system change between training and te…
PersonaArena: Dynamic Simulation for Evaluating and Enhancing Persona-Level Role-Playing in Large Language Models
College of Computer Science and Software Engineering, Shenzhen University(深圳大学计算机科学与软件工程学院);Microsoft Research Asia(微软亚洲研究院);Microsoft Gaming(微软游戏);Provincial Key Laboratory of Intelligent Communication and Digital Society Governance, Shenzhen University(深圳大学省级智能通信与数字社会治理重点实验室)
Agent modelling involves considering how other agents will behave, in order to influence your own actions. In this paper, we explore the use of agent modelling in the hidden-information, collaborative card game Hanabi. We implement a number of rule-based agents, both from the literature and of our own devising, in addition to an Information Set Monte Carlo Tree Search (IS-MCTS) agent. We observe poor results from IS-MCTS, so construct a new, predictor version that uses a model of the agents with which it is paired. We observe a significant improvement in game-playing strength from this agent i…
The ability to learn optimal control policies in systems where action space is defined by sentences in natural language would allow many interesting real-world applications such as automatic optimisation of dialogue systems. Text-based games with multiple endings and rewards are a promising platform for this task, since their feedback allows us to employ reinforcement learning techniques to jointly learn text representations and control policies. We argue that the key property of AI agents, especially in the text-games context, is their ability to generalise to previously unseen games. We pres…
Poznan University of Technology(波兹南理工大学);NNAISENSE SA(NNAISENSE公司)
This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots had to make their decisions based solely on visual information, i.e., a raw screen buffer. To play well, the bots needed to understand their surroundings, navigate, explore, and handle the opponents at the same time. These aspects, together with the competitive multi-agent aspect of the game, make the competition a unique platform for evaluating the state of the art reinfo…
MMRole: A Comprehensive Framework for Developing and Evaluating Multimodal Role-Playing Agents
Gaoling School of Artificial Intelligence, Renmin University of China(中国人民大学高瓴人工智能学院);College of Information and Electrical Engineering, China Agricultural University(中国农业大学信息与电气工程学院)
Playing ZendoWorld: Challenging AI Agents on Active Visual Concept Induction
AIML Lab, TU Darmstadt(人工智能机器学习实验室,达姆施塔特工业大学);Hessian Center for AI (hessian.AI)(黑森州人工智能中心);Psychology of Information Processing, TU Darmstadt(信息处理心理学,达姆施塔特工业大学);Centre for Cognitive Science, TU Darmstadt(认知科学中心,达姆施塔特工业大学);Cornell University(康奈尔大学);Max Planck Institute for Informatics, SIC(马克斯·普朗克信息学研究所,SIC组);German Center for AI (DFKI)(德国人工智能研究中心)
AvalonBench: Evaluating LLMs Playing the Game of Avalon
University of California, Berkeley(加州大学伯克利分校);California Institute of Technology(加州理工学院);Rensselaer Polytechnic Institute(伦斯勒理工学院);Shenzhen University(深圳大学)
Charles University in Prague(布拉格查理大学);Czech Technical University(捷克技术大学)
We propose a way of extracting and aggregating per-move evaluations from sets of Go game records. The evaluations capture different aspects of the games such as played patterns or statistic of sente/gote sequences. Using machine learning algorithms, the evaluations can be utilized to predict different relevant target variables. We apply this methodology to predict the strength and playing style of the player (e.g. territoriality or aggressivity) with good accuracy. We propose a number of possible applications including aiding in Go study, seeding real-work ranks of internet players or tuning o…
Poznan University of Technology(波兹南理工大学);Swiss AI Lab IDSIA(瑞士人工智能实验室 IDSIA)
2048 is an engaging single-player, nondeterministic video puzzle game, which, thanks to the simple rules and hard-to-master gameplay, has gained massive popularity in recent years. As 2048 can be conveniently embedded into the discrete-state Markov decision processes framework, we treat it as a testbed for evaluating existing and new methods in reinforcement learning. With the aim to develop a strong 2048 playing program, we employ temporal difference learning with systematic n-tuple networks. We show that this basic method can be significantly improved with temporal coherence learning, multi-…
Tufts University(塔夫茨大学);Bosch Center for Artificial Intelligence(博世人工智能中心);Carnegie Mellon University(卡内基梅隆大学)
Generalisation to unseen contexts remains a challenge for embodied navigation agents. In the context of semantic audio-visual navigation (SAVi) tasks, the notion of generalisation should include both generalising to unseen indoor visual scenes as well as generalising to unheard sounding objects. However, previous SAVi task definitions do not include evaluation conditions on truly novel sounding objects, resorting instead to evaluating agents on unheard sound clips of known objects; meanwhile, previous SAVi methods do not include explicit mechanisms for incorporating domain knowledge about obje…
IT University of Copenhagen(哥本哈根信息技术大学);Tactile Games(触觉游戏公司)
While traditionally a labour intensive task, the testing of game content is progressively becoming more automated. Among the many directions in which this automation is taking shape, automatic play-testing is one of the most promising thanks also to advancements of many supervised and reinforcement learning (RL) algorithms. However these type of algorithms, while extremely powerful, often suffer in production environments due to issues with reliability and transparency in their training and usage. In this research work we are investigating and evaluating strategies to apply the popular RL meth…
Queen Mary University of London(伦敦玛丽女王大学);Southern University of Science and Technology(南方科技大学);New York University(纽约大学)
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demand of different research directions. The agents are required either to pl…
University of Toulouse(图卢兹大学);CNRS(法国国家科学研究中心);University of York(约克大学)
Cartesian Genetic Programming (CGP) has previously shown capabilities in image processing tasks by evolving programs with a function set specialized for computer vision. A similar approach can be applied to Atari playing. Programs are evolved using mixed type CGP with a function set suited for matrix operations, including image processing, but allowing for controller behavior to emerge. While the programs are relatively small, many controllers are competitive with state of the art methods for the Atari benchmark set and require less training time. By evaluating the programs of the best evolved…
RPA-Check: A Multi-Stage Automated Framework for Evaluating Dynamic LLM-based Role-Playing Agents
Department of Political Sciences, Communication and International Relations, University of Macerata(马切拉塔大学政治学、传播与国际关系系);Department of Law, University of Macerata(马切拉塔大学法律系)
University of Oxford(牛津大学);Imperial College London(帝国理工学院)
General game playing (GGP) is a framework for evaluating an agent's general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generating game traces. The winner of the GGP competition is the agent that gets the best total score over all the games. In this paper, we invert this task: a learner is given game traces and the task is to learn the rules that could produce the traces. This problem is central to inductive general game pla…
The drivers of compositionality in artificial languages that emerge when two (or more) agents play a non-visual referential game has been previously investigated using approaches based on the REINFORCE algorithm and the (Neural) Iterated Learning Model. Following the more recent introduction of the \textit{Straight-Through Gumbel-Softmax} (ST-GS) approach, this paper investigates to what extent the drivers of compositionality identified so far in the field apply in the ST-GS context and to what extent do they translate into (emergent) systematic generalisation abilities, when playing a visual …
DeepMind;University of Toronto(多伦多大学);University of California Berkeley(加州大学伯克利分校)
This paper investigates generalisation in multi-agent games, where the generality of the agent can be evaluated by playing against opponents it hasn't seen during training. We propose two new games with concealed information and complex, non-transitive reward structure (think rock/paper/scissors). It turns out that most current deep reinforcement learning methods fail to efficiently explore the strategy space, thus learning policies that generalise poorly to unseen opponents. We then propose a novel hierarchical agent architecture, where the hierarchy is grounded in the game-theoretic structur…
Today, available methods that assess AI systems are focused on using empirical techniques to measure the performance of algorithms in some specific tasks (e.g., playing chess, solving mazes or land a helicopter). However, these methods are not appropriate if we want to evaluate the general intelligence of AI and, even less, if we compare it with human intelligence. The ANYNT project has designed a new method of evaluation that tries to assess AI systems using well known computational notions and problems which are as general as possible. This new method serves to assess general intelligence (w…
Southern University of Science and Technology (SUSTech)(南方科技大学)
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether experience metrics can adapt to agents with different personas. We start by reviewing existing metrics for evaluating game levels. Then, focusing on platformer games, we design a framework integrating various agents and evaluation metrics. Experimental studies on \emph{Super Mario Bros.} indicate that using the same evaluation metrics but agents with different per…
Massachusetts Institute of Technology(麻省理工学院);Google Brain(谷歌大脑)
Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learn…
Bishop’s University(毕索大学);CRIM - Computer Research Institute of Montreal(蒙特利尔计算机研究所);New York Institute of Technology(纽约理工学院)
Learning algorithms produce software models for realising critical classification tasks. Decision trees models are simpler than other models such as neural network and they are used in various critical domains such as the medical and the aeronautics. Low or unknown learning ability algorithms does not permit us to trust the produced software models, which lead to costly test activities for validating the models and to the waste of learning time in case the models are likely to be faulty due to the learning inability. Methods for evaluating the decision trees learning ability, as well as that f…
TextAtari: 100K Frames Game Playing with Language Agents
Tongji University(同济大学);East China Normal University(华东师范大学);Shanghai Jiao Tong University(上海交通大学);Bank of Communications(中国银行);The Chinese University of Hong Kong, Shenzhen(香港中文大学(深圳))
Sri Sathya Sai Institute of Higher Learning(斯里萨提亚赛高等教育学院);Samsung Research(三星研究院)
Visual Question Answering (VQA) needs a means of evaluating the strengths and weaknesses of models. One aspect of such an evaluation is the evaluation of compositional generalisation, or the ability of a model to answer well on scenes whose scene-setups are different from the training set. Therefore, for this purpose, we need datasets whose train and test sets differ significantly in composition. In this work, we present several quantitative measures of compositional separation and find that popular datasets for VQA are not good evaluators. To solve this, we present Uncommon Objects in Unseen …
Evaluating LLMs Across Multi-Cognitive Levels: From Medical Knowledge Mastery to Scenario-Based Problem Solving
Department of Electronic Engineering, Tsinghua University, Beijing, China(清华大学电子工程系);College of AI, Tsinghua University, Beijing, China(清华大学人工智能学院);School of Computer Science, Beijing University of Posts and Telecommunications, Beijing, China(北京邮电大学计算机科学学院);iFLYTEK Research, Hefei, China(iFLYTEK研究院)