TY - JOUR
T1 - General self-motivation and strategy identification
T2 - Case studies based on Sokoban and Pac-Man
AU - Anthony, Tom
AU - Polani, D.
AU - Nehaniv, C.L.
N1 - (c) 2014 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.
PY - 2013/12/18
Y1 - 2013/12/18
N2 - 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.
AB - 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.
KW - Artificial intelligence (AI)
KW - games
KW - information theory
U2 - 10.1109/TCIAIG.2013.2295372
DO - 10.1109/TCIAIG.2013.2295372
M3 - Article
AN - SCOPUS:84896928584
SN - 1943-068X
VL - 6
SP - 1
EP - 17
JO - IEEE Transactions on Computational Intelligence and AI in Games
JF - IEEE Transactions on Computational Intelligence and AI in Games
IS - 1
M1 - 6687219
ER -