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Game design through self-play experiments

Published: 15 June 2005 Publication History

Abstract

The application of self-play experiments to computer games was pioneered by Thompson in 1982 with his chess machine BELLE. Since then the technique has been widely used in a variety of games to train artificial players employing a range of artificial neural network architectures. Of particular note is the TD-learning Backgammon program of Tesauro developed in 1995. When developing artificial game players that learn by experience, it is generally possible to accelerate the training process through self-play. Compared with training by humans, this confers the advantages of greater speed and a precise control of playing strength through parameter variation. In spite of these potential advantages, the use of self-play experiments is considered by many to be a treacherous road fraught with problems. The value of such experiments is unclear and the threshold of learning that can be achieved through self-play alone is unknown. There is the common-sense perception that only limited playing skill can be achieved through machine self-play, a notion that is challenged here. A new application that is immune from the problems associated with machine learning is the use of self-play experiments to test the integrity and fairness of games and modify the rules accordingly. We will show how the rules of a particular game, Perudo, can be analysed for fairness and how the excessive positive feedback that arises when forces become unbalanced can be curbed. We use the notion of fair in the same sense as in a soccer game - if a team loses a goal, neglecting psychological effects, the chance of losing a second goal is not significantly changed. It is recognised that the cumulative growth in advantage is part of many games and that it is inappropriate to alter the rules in these cases. However the rate at which advantages grow can be moderated by rule alterations. We will also consider the application of the technique to a range of traditional games. In chess, for example, White is considered to have an advantage over Black. The imbalance can be determined for different playing strengths and extrapolated. We will show that the principles can be extended to the more complex situations of computer games and propose that the development of unintelligent agents to explore game play is advantageous.

References

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E. A. Heinz. A new self-play experiment in computer chess. MIT-LCS-TM-608, 2000
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Cited By

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  • (2012)Neural network-based detection of virtual environment anomaliesNeural Computing and Applications10.1007/s00521-012-1132-x23:6(1711-1728)Online publication date: 24-Aug-2012
  • (2010)Measuring visual consistency in 3d rendering systemsProceedings of the Thirty-Third Australasian Conferenc on Computer Science - Volume 10210.5555/1862199.1862204(43-52)Online publication date: 1-Jan-2010
  • (2009)Augmented Isometric Board GamesProceedings of the 2009 Symposia and Workshops on Ubiquitous, Autonomic and Trusted Computing10.1109/UIC-ATC.2009.94(206-211)Online publication date: 7-Jul-2009
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Published In

cover image ACM Other conferences
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
June 2005
511 pages
ISBN:1595931104
DOI:10.1145/1178477
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 June 2005

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Author Tags

  1. computer games
  2. game design
  3. perudo
  4. reinforcement learning
  5. self-play experiments

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ACE05

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2012)Neural network-based detection of virtual environment anomaliesNeural Computing and Applications10.1007/s00521-012-1132-x23:6(1711-1728)Online publication date: 24-Aug-2012
  • (2010)Measuring visual consistency in 3d rendering systemsProceedings of the Thirty-Third Australasian Conferenc on Computer Science - Volume 10210.5555/1862199.1862204(43-52)Online publication date: 1-Jan-2010
  • (2009)Augmented Isometric Board GamesProceedings of the 2009 Symposia and Workshops on Ubiquitous, Autonomic and Trusted Computing10.1109/UIC-ATC.2009.94(206-211)Online publication date: 7-Jul-2009
  • (2009)Scaling the Level of Difficulty in Single Player Video GamesEntertainment Computing – ICEC 200910.1007/978-3-642-04052-8_3(24-35)Online publication date: 2009
  • (2007)A game AI production shell frameworkProceedings of the 2nd international conference on Digital interactive media in entertainment and arts10.1145/1306813.1306836(84-90)Online publication date: 19-Sep-2007

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