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Open AccessProceedings ArticleDOI

A video game description language for model-based or interactive learning

TLDR
It is shown 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.
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.

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References
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Journal ArticleDOI

Long short-term memory

TL;DR: A novel, efficient, gradient based method called long short-term memory (LSTM) is introduced, which can learn to bridge minimal time lags in excess of 1000 discrete-time steps by enforcing constant error flow through constant error carousels within special units.
Book

Reinforcement Learning: An Introduction

TL;DR: This book provides a clear and simple account of the key ideas and algorithms of reinforcement learning, which ranges from the history of the field's intellectual foundations to the most recent developments and applications.
Journal ArticleDOI

A Survey of Monte Carlo Tree Search Methods

TL;DR: A survey of the literature to date of Monte Carlo tree search, intended to provide a snapshot of the state of the art after the first five years of MCTS research, outlines the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarizes the results from the key game and nongame domains.
Journal ArticleDOI

The arcade learning environment: an evaluation platform for general agents

TL;DR: The Arcade Learning Environment (ALE) as discussed by the authors is a platform for evaluating the development of general, domain-independent AI technology, which provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players.
Journal ArticleDOI

Least-squares policy iteration

TL;DR: The new algorithm, least-squares policy iteration (LSPI), learns the state-action value function which allows for action selection without a model and for incremental policy improvement within a policy-iteration framework.
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