Questions tagged [game-ai]
For questions related to game design involving AI.
249
questions
19
votes
5
answers
19k
views
How can I design and train a neural network to play a card game (similar to Magic: The Gathering)?
Introduction
I am currently writing an engine to play a card game, as there is no engine yet for this particular game.
About the game
The game is similar to Magic: The Gathering. There is a commander, ...
18
votes
3
answers
11k
views
How do I choose the best algorithm for a board game like checkers?
How do I choose the best algorithm for a board game like checkers?
So far, I have considered only three algorithms, namely, minimax, alpha-beta pruning, and Monte Carlo tree search (MCTS). Apparently,...
18
votes
1
answer
5k
views
How to deal with a huge action space, where, at every step, there is a variable number of legal actions?
I am working on creating an RL-based AI for a certain board game. Just as a general overview of the game so that you understand what it's all about: It's a discrete turn-based game with a board of ...
17
votes
1
answer
3k
views
How does "Monte-Carlo search" work?
I have heard about this concept in a Reddit post about AlphaGo. I have tried to go through the paper and the article, but could not really make sense of the algorithm.
So, can someone give an easy-to-...
15
votes
3
answers
3k
views
Does Monte Carlo tree search qualify as machine learning?
To the best of my understanding, the Monte Carlo tree search (MCTS) algorithm is an alternative to minimax for searching a tree of nodes. It works by choosing a move (generally, the one with the ...
14
votes
3
answers
12k
views
How to train a neural network for a round based board game?
I'm wondering how to train a neural network for a round based board game like, tic-tac-toe, chess, risk or any other round based game.
Getting the next move by inference seems to be pretty straight ...
14
votes
1
answer
4k
views
How could I use reinforcement learning to solve a chess-like board game?
I invented a chess-like board game. I built an engine so that it can play autonomously. The engine is basically a decision tree. It's composed by:
A search function that at each node finds all ...
13
votes
2
answers
2k
views
Input/output encoding for a neural network to learn a grid-based game
I am writing a simple toy game with the intent of training a deep neural network on top of it. The games rules are roughly the following:
The game has a board made up of hexagonal cells.
Both players ...
10
votes
5
answers
8k
views
How do I keep track of already visited states in breadth-first search?
I was trying to implement the breadth-first search (BFS) algorithm for the sliding blocks puzzle (number type). Now, the main thing I noticed is that, if you have a $4 \times 4$ board, the number of ...
10
votes
1
answer
1k
views
Is AlphaZero an example of an AGI?
From DeepMind's research paper on arxiv.org:
In this paper, we apply a similar but fully generic algorithm, which
we call AlphaZero, to the games of chess and shogi as well as Go,
without any ...
10
votes
3
answers
3k
views
How can you represent the state and action spaces for a card game in the case of a variable number of cards and actions?
I know how a machine can learn to play Atari games (Breakout): Playing Atari with Reinforcement Learning. With the same technique, it is even possible to play FPS games (Doom): Playing FPS Games with ...
10
votes
3
answers
2k
views
Why does Monte Carlo work when a real opponent's behavior may not be random
I am learning about Monte Carlo algorithms and struggling to understand the following:
If simulations are based on random moves, how can the modeling of the opponent's behavior work well?
For ...
9
votes
5
answers
3k
views
What are examples of approaches to create an AI for a fighting robot in an MMO game?
I have an MMO game where I have players. I wanted to invent something new to the game, and add player-bots to make the game be single-playable as well. The AI I want to add is simply only for fighting ...
9
votes
2
answers
2k
views
What's the difference between Starcraft and Dota from an AI perspective?
So, Deepmind is pushing for a human level Starcraft bot and Open AI just created a human level 1vs1 Dota bot.
Unfortunately, I've no clue what that signifies because I've never played Starcraft nor ...
9
votes
1
answer
2k
views
Should I use neural networks or genetic algorithms to solve Gomoku?
Currently, I'm doing a project that's about creating an AI to play the game Gomoku (it's like tic tac toe, but played on a 1515 board and requires 5 in a row to win). I have already successfully ...
9
votes
4
answers
1k
views
Can a neural network work out the concept of distance?
Imagine a game where it is a black screen apart from a red pixel and a blue pixel. Given this game to a human, they will first see that pressing the arrow keys will move the red pixel. The next thing ...
8
votes
1
answer
2k
views
Any interesting ways to combine Monte Carlo tree search with the minimax algorithm?
I've been working on a game-playing engine for about half a year now, and it uses the well known algorithms. These include minimax with alpha-beta pruning, iterative deepening, transposition tables, ...
7
votes
2
answers
3k
views
How do I create an AI for a two-players board game?
Goal
I want to create an artificial intelligence to compete against other players in a board game.
Game explanation
I have a board game similar to 'snakes and ladders'. You have to get to a final ...
7
votes
1
answer
335
views
How does Hearthstone AI deal with random events
I want to learn a lot about the AI of CCG, such as Hearthstone. And now I have known one of the main algorithms that used in this kind of games, MCTS. It analyses the most promising moves, and expands ...
7
votes
3
answers
1k
views
More effective way to improve the heuristics of an AI... evolution or testing between thousands of pre-determined sets of heuristics?
I'm making a Connect Four game where my engine uses Minimax with Alpha-Beta pruning to search. Since Alpha-Beta pruning is much more effective when it looks at the best moves first (since then it can ...
7
votes
1
answer
610
views
When does the selection phase exactly end in MCTS?
All sources I can find provide a similar explanation to each phase.
In the Selection Phase, we start at the root and choose child nodes until reaching a leaf. Once the leaf is reached (assuming the ...
7
votes
1
answer
205
views
How could an AI detect whether an enemy in a game can be blocked off/trapped?
Imagine a game played on a 10x10 grid system where a player can move up down left or right and imagine there are two players on this grid: An enemy and you. In this game, there are walls on the grid ...
6
votes
1
answer
196
views
Can this tic tac toe program be considered AI?
I coded a tic tac toe program, but I don't know if I can call it artificial intelligence.
Here's what I did.
There is a random player, which always makes random valid moves.
And then there is the ...
6
votes
1
answer
5k
views
Why most imperfect information games usually use non machine learning AI?
To provide a bit of context, I'm a software engineer & game enthusiast (card games, especially). The thing is I've always been interested in AI oriented to games. In college, I programmed my own ...
6
votes
5
answers
825
views
Examples of single player games that use modern ML techniques in the AI?
Are there any examples of single player games that use modern ML technique in its games? By this I mean AI that plays with or against the human player, and not just play the game by itself (like Atari)...
6
votes
2
answers
235
views
What are the most compact Real Time-Strategy Games?
There was a recent informal question on chat about RTS games suitable for AI benchmarks, and I thought it would be useful to ask a question about them in relation to AI research.
Compact is defined ...
6
votes
4
answers
6k
views
What else can boost iterative deepening with alpha-beta pruning?
I read about minimax, then alpha-beta pruning, and then about iterative deepening. Iterative deepening coupled with alpha-beta pruning proves to quite efficient as compared to alpha-beta alone.
I have ...
6
votes
1
answer
1k
views
What are good learning strategies for Deep Q-Network with opponents?
I am trying to find out what are some good learning strategies for Deep Q-Network with opponents. Let's consider the well-known game Tic-Tac-Toe as an example:
How should an opponent be implemented ...
6
votes
1
answer
2k
views
Which nodes are expanded in the expansion phase of MCTS?
I'm confused regarding a specific detail of MCTS.
To illustrate my question, let's take the simple example of tic-tac-toe.
After the selection phase, when a leaf node is reached, the tree is expanded ...
6
votes
1
answer
642
views
To deal with infinite loops, should I do a deeper search of the best moves with the same value, in alpha-beta pruning?
I have implemented minimax with alpha-beta pruning to play checkers. As my value heuristic, I am using only the summation of material value on the board regardless of the position.
My main issue lays ...
6
votes
1
answer
210
views
Issue with simple game AI
A few months ago I made a simple game that is similar to the dinosaur game in Google Chrome - you jump over obstacles, or don't jump over levitating obstacles, and jump to collect bitcoins, which can ...
6
votes
1
answer
496
views
How should the racing agent take into account the velocity of the vehicle, given the images with a speedometer?
I'm developing a game AI, which tries to master racing simulations. I already trained a CNN (AlexNet) on in-game footage of me playing the game and the pressed keys as the target. As the CNN is only ...
6
votes
2
answers
3k
views
How can I create an artificially intelligent aimbot for a game like CS:GO?
How can I create an artificially intelligent aimbot for a game like Counter-Strike Global Offensive (CS:GO)?
I have an initial solution (or approach) in mind. We can train an image recognition model ...
5
votes
1
answer
1k
views
Is the new AlphaGo implementation using Generative Adversarial Networks?
I read through the publication Mastering the game of Go without Human Knowledge. It doesn't seem to use GANs, just a new form of search and reinforcement learning.
5
votes
1
answer
116
views
Why didn't champion of the Go game manage to win the last game against AlphaGo, after winning the 4th one?
In the documentary about the match, it is said that after losing the 4th game, AlphaGo came back stronger and started to play in a weird way (not human-like) and it was pretty impossible to be beaten. ...
5
votes
1
answer
749
views
How can I apply reinforcement learning to solve this asteroid game?
Introduction
An attractive asteroid game was described in the paper Learning Policies for Embodied Virtual Agents through Demonstration (2017, Jonathan Dinerstein et al.):
In our first experiment, ...
5
votes
1
answer
2k
views
Why did AlphaGo lose its Go game?
We can read on wiki page that in March 2016 AlphaGo AI lost its game (1 of 5) to Lee Sedol, a professional Go player. One article cite says:
AlphaGo lost a game and we as researchers want to ...
5
votes
2
answers
1k
views
Is it practical to train AlphaZero or MuZero (for indie games) on a personal computer?
Is it practical/affordable to train an AlphaZero/MuZero engine using a residential gaming PC, or would it take thousands of years of training for the AI to learn enough to challenge humans?
I'm having ...
5
votes
2
answers
832
views
Neural Network with varying inputs (for a game ai)
I want to create a simple game which basically consists of 2d circles shooting smaller circles at each other (to make hitbox detection easier for the start). My goal is to create an ai which adapts ...
5
votes
1
answer
141
views
Can you analyse a neural network to determine good states?
I've developed a neural network that can play a card game. I now want to use it to create decks for the game. My first thought would be to run a lot of games with random decks and use some ...
5
votes
2
answers
421
views
Inconsistency in TD-Leaf algorithm in KnightCap chess engine
Notice that, in the following formula, at the very right, the term multiplied with $\lambda$ is $d_i$
$$
w := w + \alpha \sum_{i=1}^{N-1} \nabla r(x_i^l, w) \Big \lfloor \sum_{j=i}^{N-1} \lambda^{j-i}...
5
votes
2
answers
2k
views
What type of neural network would be most feasible for playing a realtime game?
For implementing a neural network algorithm that can play air hockey, I had two ideas for input, and I'm trying to figure out which design would be most viable.
The output must be two analog values ...
5
votes
1
answer
608
views
Can games be solved without an evaluation function?
Fundamentally, a game-playing AI must solve the problem of choosing the best action from a set of possible actions.
Most existing game AI's, such as AlphaGo, do this by using an evaluation function, ...
5
votes
1
answer
286
views
What are some resources for coding some artificial intelligence techniques in the context of games?
I know the most basic rudimentary theory on AI, and I want to delve into actual practical coding with AI and machine learning. I already know a decent bit of coding in C++ and I'm learning Python ...
5
votes
1
answer
2k
views
How to handle varying types and length of inputs in a feedforward neural network?
After learning the basics of neural networks and coding one working with the MNIST dataset, I wanted to go to the next step by making one which is able to play a game. I wanted to make it work on a ...
4
votes
1
answer
2k
views
How much memory does the Deepstack poker program require?
I was reading a little bit about the Deepstack poker program:
DeepStack the first computer program to outplay human professionals at heads-up no-limit Texas hold'em poker
DeepStack: Expert-Level ...
4
votes
2
answers
601
views
How is the AI in 3d games implemented?
A few days ago, I started looking a bit more into AI and learning about the way it works, and it is very interesting, but I can't find a clear answer on how the artificial intelligence is implemented ...
4
votes
1
answer
1k
views
Which algorithms can we use on games with high branching factors (e.g. Connect6)?
Connect6 is an example of a game with a very high branching factor. It is about 45 thousand, dwarfing even the impressive Go.
Which algorithms can we use on games with such high branching factors?
I ...
4
votes
1
answer
1k
views
Transposition table is only used for roughly 17% of the nodes - is this expected?
I'm making a Connect Four game using the typical minimax + alpha-beta pruning algorithms. I just implemented a Transposition Table, but my tests tell me the TT only helps 17% of the time. By this I ...
4
votes
1
answer
1k
views
Why is tic-tac-toe considered a non-deterministic environment?
I have been reading about deterministic and stochastic environments, when I came up with an article that states that tic-tac-toe is a non-deterministic environment.
But why is that?
An action will ...