Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
- Damien Anderson
- Matthew Stephenson
- Julian Togelius
- Christoph Salge
- John Levine
- Jochen Renz
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Original language | English |
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Title of host publication | Applications of Evolutionary Computation |
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Subtitle of host publication | 21st International Conference, EvoApplications 2018, Parma, Italy, April 4-6, 2018, Proceedings |
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Editors | Kevin Sim, Paul Kaufmann |
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Publisher | Springer Verlag |
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Pages | 376-391 |
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Number of pages | 16 |
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ISBN (Electronic) | 9783319775388 |
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ISBN (Print) | 9783319775371 |
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DOIs | |
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Publication status | E-pub ahead of print - 8 Mar 2018 |
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Event | 21st International Conference on Applications of Evolutionary Computation, EvoApplications 2018 - parma, Italy Duration: 4 Apr 2018 → 6 Apr 2018 |
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Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
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Volume | 10784 LNCS |
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ISSN (Print) | 0302-9743 |
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ISSN (Electronic) | 1611-3349 |
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Conference | 21st International Conference on Applications of Evolutionary Computation, EvoApplications 2018 |
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Country/Territory | Italy |
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City | parma |
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Period | 4/04/18 → 6/04/18 |
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Abstract
Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in the Video Game Description Language (VGDL) implementing specific types of deception, classified by the cognitive biases they exploit. VGDL games can be run in the General Video Game Artificial Intelligence (GVGAI) Framework, making it possible to test a variety of existing AI agents that have been submitted to the GVGAI Competition on these deceptive games. Our results show that all tested agents are vulnerable to several kinds of deception, but that different agents have different weaknesses. This suggests that we can use deception to understand the capabilities of a game-playing algorithm, and game-playing algorithms to characterize the deception displayed by a game.
Notes
© Springer International Publishing AG, part of Springer Nature 2018
ID: 16383588