TY - JOUR
T1 - The 2014 General Video Game Playing Competition
AU - Perez-Liebana, Diego
AU - Samothrakis, Spyridon
AU - Togelius, Julian
AU - Schaul, Tom
AU - Lucas, Simon M.
AU - Couetoux, Adrien
AU - Lee, Jerry
AU - Lim, Chong U.
AU - Thompson, Tommy
N1 - Funding Information:
This work was supported by the Engineering and Physical Sciences Research Council (EPSRC) under Grant EP/H048588/1, under the project entitled "UCT for Games and Beyond.
Publisher Copyright:
© 2016 IEEE.
PY - 2016/9
Y1 - 2016/9
N2 - This paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games, some of them unknown to the participants at the time of submitting their entries. This test can be seen as an approximation of general artificial intelligence, as the amount of game-dependent heuristics needs to be severely limited. The games employed are stochastic real-time scenarios (where the time budget to provide the next action is measured in milliseconds) with different winning conditions, scoring mechanisms, sprite types, and available actions for the player. It is a responsibility of the agents to discover the mechanics of each game, the requirements to obtain a high score and the requisites to finally achieve victory. This paper describes all controllers submitted to the competition, with an in-depth description of four of them by their authors, including the winner and the runner-up entries of the contest. The paper also analyzes the performance of the different approaches submitted, and finally proposes future tracks for the competition.
AB - This paper presents the framework, rules, games, controllers, and results of the first General Video Game Playing Competition, held at the IEEE Conference on Computational Intelligence and Games in 2014. The competition proposes the challenge of creating controllers for general video game play, where a single agent must be able to play many different games, some of them unknown to the participants at the time of submitting their entries. This test can be seen as an approximation of general artificial intelligence, as the amount of game-dependent heuristics needs to be severely limited. The games employed are stochastic real-time scenarios (where the time budget to provide the next action is measured in milliseconds) with different winning conditions, scoring mechanisms, sprite types, and available actions for the player. It is a responsibility of the agents to discover the mechanics of each game, the requirements to obtain a high score and the requisites to finally achieve victory. This paper describes all controllers submitted to the competition, with an in-depth description of four of them by their authors, including the winner and the runner-up entries of the contest. The paper also analyzes the performance of the different approaches submitted, and finally proposes future tracks for the competition.
KW - Competitions
KW - Monte Carlo tree search
KW - Real-Time games
KW - evolutionary algorithms
KW - general video game playing
UR - http://www.scopus.com/inward/record.url?scp=84988654348&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84988654348&partnerID=8YFLogxK
U2 - 10.1109/TCIAIG.2015.2402393
DO - 10.1109/TCIAIG.2015.2402393
M3 - Article
AN - SCOPUS:84988654348
SN - 1943-068X
VL - 8
SP - 229
EP - 243
JO - IEEE Transactions on Computational Intelligence and AI in Games
JF - IEEE Transactions on Computational Intelligence and AI in Games
IS - 3
M1 - 7038214
ER -