artificial life/agents creatures: artificial life autonomous software agents for home entertainment...

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Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour for Interactive Computer Games Christian Bauckhage, Christian Thurau, and Gerhard Sagerer, 2003 Evolving Neural Network Agents in the NERO Video Game

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Page 1: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Artificial Life/AgentsCreatures: Artificial Life Autonomous Software Agents for Home EntertainmentStephen Grand, 1997

Learning Human-like Opponent Behaviour for Interactive Computer GamesChristian Bauckhage, Christian Thurau, and Gerhard Sagerer, 2003

Evolving Neural Network Agents in the NERO Video GameKenneth O. Stanley, Bobby D. Bryant, Risto Miikkulainen, 2005

Page 2: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Creatures

• 1997 state of the art Artificial Life game• Creatures with neural network brains and an

evolving genome• Learn by punishment/reward reinforcement• Can learn rudimentary ‘verb-object’ language• Sense of sight, sound, touch• Complex biochemistry (metabolism, immune

system, genetically encoded morphology)

Page 3: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Creatures’ Brains

• Hebbian learning• ~1000 neurons, ~5000 synapses• Organised into ‘lobes’:

Page 4: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Characteristics

• Designed for efficiency (runs on 1997 commodity hardware)

• Limited number of neurons• Brain model is also limited, restricts potential

functions

Page 5: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Learning Human-like Opponent Behaviour

Page 6: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Learning Human-like Opponent Behaviour

• Neural-network control system for a Quake II bot

• Offline, supervised learning• Feed-forward, back-propagation learning,

multilayer perceptron network• One network for moving, one for aiming• Trained to learn one path, then multiple

paths, then moving and aiming

Page 7: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Advantages

• Potentially cheaper and faster than scripting bots

• Generalises to novel situations• More efficient than on-line learning bots• Good introduction to learning agents

Page 8: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Problems

• Paper is horribly structured and hard to read• Assumption: only the agent’s current

state/environmental influences matter!• Experiments didn’t work very well• Bots still static, can’t learn opponent tactics• Maybe difficult to get training data

Page 9: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Evolving Neural Network Agents in NERO

Page 10: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Evolving Neural Network Agents in NERO

• Online, reinforcement learning• Agent fitness increased by learning and

evolution• Player can train teams of bots to compete

against each other in increasingly complex training scenarios

• Won Best Paper Award at the IEEE Symposium on Computer Intelligence and Games

Page 11: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

The Network

Page 12: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

Learning Method

• rtNeat: basically, a technique for evolving increasingly complex neural networks

• Benefits over traditional RL:– Diversity increased/maintained through speciation– Can keep a memory of past events

• Player provides customised fitness function• NERO removes the worst agents, breeds the

best ones

Page 13: Artificial Life/Agents Creatures: Artificial Life Autonomous Software Agents for Home Entertainment Stephen Grand, 1997 Learning Human-like Opponent Behaviour

• Currently NERO is quite simple• Paper presents no quantitative results, but

results seem promising