General self-motivation and strategy identification : Case studies based on Sokoban and Pac-Man

Anthony, Tom, Polani, D. and Nehaniv, C.L. (2013) General self-motivation and strategy identification : Case studies based on Sokoban and Pac-Man. IEEE Transactions on Computational Intelligence and AI in Games, 6 (1): 6687219. pp. 1-17. ISSN 1943-068X
Copy

In this paper, we use empowerment, a recently introduced biologically inspired measure, to allow an AI player to assign utility values to potential future states within a previously unencountered game without requiring explicit specification of goal states. We further introduce strategic affinity, a method of grouping action sequences together to form "strategies," by examining the overlap in the sets of potential future states following each such action sequence. We also demonstrate an information-theoretic method of predicting future utility. Combining these methods, we extend empowerment to soft-horizon empowerment which enables the player to select a repertoire of action sequences that aim to maintain anticipated utility. We show how this method provides a proto-heuristic for nonterminal states prior to specifying concrete game goals, and propose it as a principled candidate model for "intuitive" strategy selection, in line with other recent work on "self-motivated agent behavior." We demonstrate that the technique, despite being generically defined independently of scenario, performs quite well in relatively disparate scenarios, such as a Sokoban-inspired box-pushing scenario and in a Pac-Man-inspired predator game, suggesting novel and principle-based candidate routes toward more general game-playing algorithms.


picture_as_pdf
906989.pdf
subject
Submitted Version

View Download

EndNote BibTeX Reference Manager Refer Atom Dublin Core OPENAIRE RIOXX2 XML Data Cite XML OpenURL ContextObject in Span ASCII Citation MODS HTML Citation MPEG-21 DIDL OpenURL ContextObject METS
Export

Downloads