Perez-Liebana, Diego and Samothrakis, Spyridon and Togelius, Julian and Schaul, Tom and Lucas, Simon M and Couetoux, Adrien and Lee, Jerry and Lim, Chong-U and Thompson, Tommy (2016) The 2014 General Video Game Playing Competition. IEEE Transactions on Computational Intelligence and AI in Games, 8 (3). pp. 229-243. DOI https://doi.org/10.1109/TCIAIG.2015.2402393
Perez-Liebana, Diego and Samothrakis, Spyridon and Togelius, Julian and Schaul, Tom and Lucas, Simon M and Couetoux, Adrien and Lee, Jerry and Lim, Chong-U and Thompson, Tommy (2016) The 2014 General Video Game Playing Competition. IEEE Transactions on Computational Intelligence and AI in Games, 8 (3). pp. 229-243. DOI https://doi.org/10.1109/TCIAIG.2015.2402393
Perez-Liebana, Diego and Samothrakis, Spyridon and Togelius, Julian and Schaul, Tom and Lucas, Simon M and Couetoux, Adrien and Lee, Jerry and Lim, Chong-U and Thompson, Tommy (2016) The 2014 General Video Game Playing Competition. IEEE Transactions on Computational Intelligence and AI in Games, 8 (3). pp. 229-243. DOI https://doi.org/10.1109/TCIAIG.2015.2402393
Abstract
This paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games, some of them unknown to the participants at the time of submitting their entries. This test can be seen as an approximation of general artificial intelligence, as the amount of game-dependent heuristics needs to be severely limited. The games employed are stochastic real-time scenarios (where the time budget to provide the next action is measured in milliseconds) with different winning conditions, scoring mechanisms, sprite types, and available actions for the player. It is a responsibility of the agents to discover the mechanics of each game, the requirements to obtain a high score and the requisites to finally achieve victory. This paper describes all controllers submitted to the competition, with an in-depth description of four of them by their authors, including the winner and the runner-up entries of the contest. The paper also analyzes the performance of the different approaches submitted, and finally proposes future tracks for the competition.
Item Type: | Article |
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Uncontrolled Keywords: | Competitions; evolutionary algorithms; general video game playing; Monte Carlo tree search; real-time games |
Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
Divisions: | Faculty of Science and Health Faculty of Science and Health > Computer Science and Electronic Engineering, School of |
SWORD Depositor: | Unnamed user with email elements@essex.ac.uk |
Depositing User: | Unnamed user with email elements@essex.ac.uk |
Date Deposited: | 25 Aug 2015 09:54 |
Last Modified: | 30 Oct 2024 20:04 |
URI: | http://repository.essex.ac.uk/id/eprint/14619 |
Available files
Filename: GVGAI2014Competition.pdf