Post by Hannes Vilhjalmsson on Feb 12, 2009 16:36:01 GMT -5
This week you have been reading "Simulation-Based Approach to General Game Playing" by Hilmar Finnson and Yngvi Björnsson. This reading gives you a chance to see what is going on inside the worldchampion in general game playing. This coming Tuesday, Yngvi will be a guest in our discussion class, so this is your opportunity to learn from the games master himself Post your discussion questions here by Sunday night (the very latest, preferably by Friday night).
(I'm assuming the questions/comments are directed @ Yngvi)
For anyone interested in the actual games played, a list can be found @ this page
You can look up the agents used and actual games played by using the navigation bar.
I suppose it's not possible to evaluate the complexity of a game automatically from it's description due to emergent games being hard to analyze.
I'm intrigued by the utter lack of epistemology in CadiaPlayer. One of the strongest factor of human-level intelligence is the ability to abstract, process the abstraction and form a higher-level strategy from it (sacrificing a piece in chess as an example).
Being epistemologically unaware has the disadvantage of only walking the path you are on without being aware where you were. I found it intriguing to browse through actual games played and found an instance of the 8-puzzle where CadiaPlayer shifted the same piece back and forth several times (game).
Do you have an example of a game that CadiaPlayer has a problem playing (I mean where other approaches obliterate it)?
Post by Helgi Páll Helgason on Feb 13, 2009 8:19:36 GMT -5
Can you give us examples of applications for general game playing outside of playing strictly structured games like Checkers and Chess? Can GGP be used for pseudo-continuous environments with loose structure? For example, a first person shooter game environment with two players trying to destroy each other.
Have you considered adding a high level module to CADIAPlayer that monitors the internal behavior from "above" and can change parameters and behaviors of the player when it sees opportunities for improvement? A sort of module that would reason about and affect the behavior of the underlying systems as a whole through time.
Post by Richard Ottó O'Brien on Feb 14, 2009 10:10:22 GMT -5
I was quite fascinated by the paper, in that I found it was a very interesting reading. It fit perfectly to what I for many years thought was the definition of an A.I system. As I have always thought that an almost autonomous system which gets some rules and limits about its environment and then "by itself" figures out a way to solve a problem or in this case play and win a game.
1) Is there a possibility to see the CadiaPlayer play against another player? or play against it? I would love to see an entire match of some game. 2) What is the results from creating such GGP systems? Will these be implemented into some commercial games, which actually play a fixed game rather then general games? or is the goal to discovered better working algorithms?
Post by Hjalti Kolbeinsson on Feb 15, 2009 12:16:49 GMT -5
1) You have already won the AAAI GGP competition 2 years in a row, and I assume you will try to win the third time. How have you altered the Cadia-player this year?
2) According to the paper the cadia-player ignores other players in multiplayer games where opponents are more than one. Do you have any ideas on what kind of algorithm to use if you intend to change this?
1) You say in your article that better actions are selected more often than suboptimal ones. I didn´t really get it how CADIAplayer chooses which actions to take. Could you explain further how CADIAplayer selects nodes to expand.
2) Are there any types of games that CADIA player is especially good at and are there any types of games that it is poor at?