DocumentCode
3546893
Title
A video game description language for model-based or interactive learning
Author
Schaul, Tom
Author_Institution
Courant Inst. of Math. Sci., New York Univ., New York, NY, USA
fYear
2013
fDate
11-13 Aug. 2013
Firstpage
1
Lastpage
8
Abstract
We propose a powerful new tool for conducting research on computational intelligence and games. `PyVGDL´ is a simple, high-level description language for 2D video games, and the accompanying software library permits parsing and instantly playing those games. The streamlined design of the language is based on defining locations and dynamics for simple building blocks, and the interaction effects when such objects collide, all of which are provided in a rich ontology. It can be used to quickly design games, without needing to deal with control structures, and the concise language is also accessible to generative approaches. We show how the dynamics of many classical games can be generated from a few lines of PyVGDL. The main objective of these generated games is to serve as diverse benchmark problems for learning and planning algorithms; so we provide a collection of interfaces for different types of learning agents, with visual or abstract observations, from a global or first-person viewpoint. To demonstrate the library´s usefulness in a broad range of learning scenarios, we show how to learn competent behaviors when a model of the game dynamics is available or when it is not, when full state information is given to the agent or just subjective observations, when learning is interactive or in batch-mode, and for a number of different learning algorithms, including reinforcement learning and evolutionary search.
Keywords
computer games; learning (artificial intelligence); multi-agent systems; ontologies (artificial intelligence); planning (artificial intelligence); program control structures; search problems; software libraries; 2D video games; PyVGDL; abstract observations; benchmark problems; computational games; computational intelligence; control structures; evolutionary search; game dynamics; high-level description language; interactive learning; learning agents; library usefulness; ontology; planning algorithms; reinforcement learning algorithm; software library; streamlined language design; video game description language; visual observations; Avatars; Benchmark testing; Games; Libraries; Ontologies; Syntactics; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence in Games (CIG), 2013 IEEE Conference on
Conference_Location
Niagara Falls, ON
ISSN
2325-4270
Print_ISBN
978-1-4673-5308-3
Type
conf
DOI
10.1109/CIG.2013.6633610
Filename
6633610
Link To Document