
Mech-Elites: Illuminating the Mechanic Space of GVGAI
This paper introduces a fully automatic method of mechanic illumination for general video game level generation. Using the Constrained MAP-Elites algorithm and the GVG-AI framework, this system generates the simplest tile based levels that contain specific sets of game mechanics and also satisfy playability constraints. We apply this method to illuminate mechanic space for $4$ different games in GVG-AI: Zelda, Solarfox, Plants, and RealPortals.
arXiv.orgAn illumination algorithm approach to solving the micro-depot routing problem
(2019) : Urquhart, Neil Höhl, Silke Har...
DOI:
https://doi.org/10.1145/3321707.3321767#search #quality_diversity #routing #my_bibtex
An illumination algorithm approach to solving the micro-depot routing problem | Proceedings of the Genetic and Evolutionary Computation Conference
ACM ConferencesComparing multimodal optimization and illumination | Proceedings of the Genetic and Evolutionary Computation Conference Companion
ACM ConferencesSearching for quality diversity when diversity is unaligned with quality
(2016) : Pugh, Justin K Soros, Lisa B S...
DOI:
https://doi.org/10.1007/978-3-319-45823-6_82#behavioural_diversity #quality_diversity #novelty_search #my_bibtexGenerating and Adapting To Diverse Ad-Hoc Cooperation Agents in Hanabi
(2020) : Canaan, Rodrigo et al
url:
https://arxiv.org/abs/2004.13710#meta_strategy #quality_diversity #hanabi #ad_hoc_cooperation #agents #my_bibtex
Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi
Hanabi is a cooperative game that brings the problem of modeling other
players to the forefront. In this game, coordinated groups of players can
leverage pre-established conventions to great effect, but playing in an ad-hoc
setting requires agents to adapt to its partner's strategies with no previous
coordination. Evaluating an agent in this setting requires a diverse population
of potential partners, but so far, the behavioral diversity of agents has not
been considered in a systematic way. This paper proposes Quality Diversity
algorithms as a promising class of algorithms to generate diverse populations
for this purpose, and generates a population of diverse Hanabi agents using
MAP-Elites. We also postulate that agents can benefit from a diverse population
during training and implement a simple "meta-strategy" for adapting to an
agent's perceived behavioral niche. We show this meta-strategy can work better
than generalist strategies even outside the population it was trained with if
its partner's behavioral niche can be correctly inferred, but in practice a
partner's behavior depends and interferes with the meta-agent's own behavior,
suggesting an avenue for future research in characterizing another agent's
behavior during gameplay.
arXiv.org
Discovering representations for black-box optimization | Proceedings of the 2020 Genetic and Evolutionary Computation Conference
ACM ConferencesOpen-ended evolution with multi-containers QD
(2018) : Doncieux, Stephane and Coninx, Alexandre
DOI:
https://doi.org/10.1145/3205651.3205705#evolutionary_algorithms #quality_diversity#my_bibtex
Open-ended evolution with multi-containers QD | Proceedings of the Genetic and Evolutionary Computation Conference Companion
ACM ConferencesSearching for quality diversity when diversity is unaligned with quality
(2016) : Pugh, Justin K and Soros, Lisa B and Stanley, Kenneth O
DOI:
https://doi.org/10.1007/978-3-319-45823-6_82#behavioural_diversity #novelty_search #quality_diversity#my_bibtexGo-Explore: a New Approach for Hard-Exploration Problems
(2019) : Ecoffet, Adrien and Huizinga, Joost and Lehman, Joel and Stanley, Kenneth O and Clune, Jeff
url:
https://arxiv.org/abs/1901.10995#Go_Explore #machine_learning #quality_diversity #rein#my_bibtexGo-Explore: a New Approach for Hard-Exploration Problems
A grand challenge in reinforcement learning is intelligent exploration,
especially when rewards are sparse or deceptive. Two Atari games serve as
benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall.
On both games, current RL algorithms perform poorly, even those with intrinsic
motivation, which is the dominant method to improve performance on
hard-exploration domains. To address this shortfall, we introduce a new
algorithm called Go-Explore. It exploits the following principles: (1) remember
previously visited states, (2) first return to a promising state (without
exploration), then explore from it, and (3) solve simulated environments
through any available means (including by introducing determinism), then
robustify via imitation learning. The combined effect of these principles is a
dramatic performance improvement on hard-exploration problems. On Montezuma's
Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the
previous state of the art. Go-Explore can also harness human-provided domain
knowledge and, when augmented with it, scores a mean of over 650k points on
Montezuma's Revenge. Its max performance of nearly 18 million surpasses the
human world record, meeting even the strictest definition of "superhuman"
performance. On Pitfall, Go-Explore with domain knowledge is the first
algorithm to score above zero. Its mean score of almost 60k points exceeds
expert human performance. Because Go-Explore produces high-performing
demonstrations automatically and cheaply, it also outperforms imitation
learning work where humans provide solution demonstrations. Go-Explore opens up
many new research directions into improving it and weaving its insights into
current RL algorithms. It may also enable progress on previously unsolvable
hard-exploration problems in many domains, especially those that harness a
simulator during training (e.g. robotics).
arXiv.org