Analyzing the robustness of general video game playing agents

This paper presents a study on the robustness and variability of performance of general video game-playing agents. Agents analyzed includes those that won the different legs of the 2014 and 2015 General Video Game AI Competitions, and two sample agents distributed with its framework. Initially, these agents are run in four games and ranked according to the rules of the competition. Then, different modifications to the reward signal of the games are proposed and noise is introduced in either the actions executed by the controller, their forward model, or both. Results show that it is possible to produce a significant change in the rankings by introducing the modifications proposed here. This is an important result because it enables the set of human-authored games to be automatically expanded by adding parameter-varied versions that add information and insight into the relative strengths of the agents under test. Results also show that some controllers perform well under almost all conditions, a testament to the robustness of the GVGAI benchmark.

[1]  Inman Harvey,et al.  The Microbial Genetic Algorithm , 2009, ECAL.

[2]  Julian Togelius,et al.  Towards a Video Game Description Language , 2013, Artificial and Computational Intelligence in Games.

[3]  Michael L. Littman,et al.  Bandit-Based Planning and Learning in Continuous-Action Markov Decision Processes , 2012, ICAPS.

[4]  Julian Togelius,et al.  Monte Mario: platforming with MCTS , 2014, GECCO.

[5]  Julian Togelius,et al.  General Video Game AI: Competition, Challenges and Opportunities , 2016, AAAI.

[6]  Julian Togelius,et al.  Automated Map Generation for the Physical Traveling Salesman Problem , 2014, IEEE Transactions on Evolutionary Computation.

[7]  J. Togelius,et al.  Discovering Unique Game Variants , 2015 .

[8]  Andrew Nealen,et al.  Exploring Game Space Using Survival Analysis , 2015, FDG.

[9]  Csaba Szepesvári,et al.  Bandit Based Monte-Carlo Planning , 2006, ECML.

[10]  Simon M. Lucas,et al.  Open Loop Search for General Video Game Playing , 2015, GECCO.

[11]  Julian Togelius,et al.  Ieee Transactions on Computational Intelligence and Ai in Games the 2014 General Video Game Playing Competition , 2022 .

[12]  Tom Schaul,et al.  A video game description language for model-based or interactive learning , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).

[13]  Hector Geffner,et al.  Width-Based Planning for General Video-Game Playing , 2015, AIIDE.

[14]  Simon M. Lucas,et al.  A Survey of Monte Carlo Tree Search Methods , 2012, IEEE Transactions on Computational Intelligence and AI in Games.

[15]  Risto Miikkulainen,et al.  General Video Game Playing , 2013, Artificial and Computational Intelligence in Games.

[16]  Julian Togelius,et al.  How to Run a Successful Game-Based AI Competition , 2016, IEEE Transactions on Computational Intelligence and AI in Games.

[17]  Marc G. Bellemare,et al.  The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract) , 2012, IJCAI.

[18]  Hector Geffner,et al.  Width and Serialization of Classical Planning Problems , 2012, ECAI.