A video game description language for model-based or interactive learning
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 langua...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Tagungsbericht |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext bestellen |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 8 |
---|---|
container_issue | |
container_start_page | 1 |
container_title | |
container_volume | |
creator | Schaul, Tom |
description | 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. |
doi_str_mv | 10.1109/CIG.2013.6633610 |
format | Conference Proceeding |
fullrecord | <record><control><sourceid>ieee_6IE</sourceid><recordid>TN_cdi_ieee_primary_6633610</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><ieee_id>6633610</ieee_id><sourcerecordid>6633610</sourcerecordid><originalsourceid>FETCH-LOGICAL-i1320-ea60c2391f02f5df54b87279145d60f58397aa5706a1b3d5bef1bb9cc76af9bd3</originalsourceid><addsrcrecordid>eNotj8FKAzEQQCMoWGrvgpf8wNaZzCZpjqVoLRS86LlMNpMlst0tu7Xg3yvY0-NdHjylHhGWiBCeN7vt0gDS0jkih3CjFsGvsHaeLCHSrZoZMraqjYd7tZimLwBA75wFnKndWl9KkkG3fBSdZGrGcjqXodcd9-03t6LzMOrjkKSrIk-S9J-W_iwjN-dyEd0Jj33p2wd1l7mbZHHlXH2-vnxs3qr9-3a3We-rgmSgEnbQGAqYwWSbsq3jyhsfsLbJQbYrCp7ZenCMkZKNkjHG0DTecQ4x0Vw9_XeLiBxOYzny-HO4ztMvAU5NDA</addsrcrecordid><sourcetype>Publisher</sourcetype><iscdi>true</iscdi><recordtype>conference_proceeding</recordtype></control><display><type>conference_proceeding</type><title>A video game description language for model-based or interactive learning</title><source>IEEE Electronic Library (IEL) Conference Proceedings</source><creator>Schaul, Tom</creator><creatorcontrib>Schaul, Tom</creatorcontrib><description>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.</description><identifier>ISSN: 2325-4270</identifier><identifier>EISBN: 9781467353113</identifier><identifier>EISBN: 9781467353083</identifier><identifier>EISBN: 1467353086</identifier><identifier>EISBN: 1467353116</identifier><identifier>DOI: 10.1109/CIG.2013.6633610</identifier><language>eng</language><publisher>IEEE</publisher><subject>Avatars ; Benchmark testing ; Games ; Libraries ; Ontologies ; Syntactics ; Visualization</subject><ispartof>2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013, p.1-8</ispartof><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/6633610$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>309,310,777,781,786,787,2053,27907,54902</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/6633610$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc></links><search><creatorcontrib>Schaul, Tom</creatorcontrib><title>A video game description language for model-based or interactive learning</title><title>2013 IEEE Conference on Computational Inteligence in Games (CIG)</title><addtitle>CIG</addtitle><description>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.</description><subject>Avatars</subject><subject>Benchmark testing</subject><subject>Games</subject><subject>Libraries</subject><subject>Ontologies</subject><subject>Syntactics</subject><subject>Visualization</subject><issn>2325-4270</issn><isbn>9781467353113</isbn><isbn>9781467353083</isbn><isbn>1467353086</isbn><isbn>1467353116</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2013</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><sourceid>RIE</sourceid><recordid>eNotj8FKAzEQQCMoWGrvgpf8wNaZzCZpjqVoLRS86LlMNpMlst0tu7Xg3yvY0-NdHjylHhGWiBCeN7vt0gDS0jkih3CjFsGvsHaeLCHSrZoZMraqjYd7tZimLwBA75wFnKndWl9KkkG3fBSdZGrGcjqXodcd9-03t6LzMOrjkKSrIk-S9J-W_iwjN-dyEd0Jj33p2wd1l7mbZHHlXH2-vnxs3qr9-3a3We-rgmSgEnbQGAqYwWSbsq3jyhsfsLbJQbYrCp7ZenCMkZKNkjHG0DTecQ4x0Vw9_XeLiBxOYzny-HO4ztMvAU5NDA</recordid><startdate>201308</startdate><enddate>201308</enddate><creator>Schaul, Tom</creator><general>IEEE</general><scope>6IE</scope><scope>6IL</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIL</scope></search><sort><creationdate>201308</creationdate><title>A video game description language for model-based or interactive learning</title><author>Schaul, Tom</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i1320-ea60c2391f02f5df54b87279145d60f58397aa5706a1b3d5bef1bb9cc76af9bd3</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2013</creationdate><topic>Avatars</topic><topic>Benchmark testing</topic><topic>Games</topic><topic>Libraries</topic><topic>Ontologies</topic><topic>Syntactics</topic><topic>Visualization</topic><toplevel>online_resources</toplevel><creatorcontrib>Schaul, Tom</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan All Online (POP All Online) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE Electronic Library (IEL)</collection><collection>IEEE Proceedings Order Plans (POP All) 1998-Present</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Schaul, Tom</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>A video game description language for model-based or interactive learning</atitle><btitle>2013 IEEE Conference on Computational Inteligence in Games (CIG)</btitle><stitle>CIG</stitle><date>2013-08</date><risdate>2013</risdate><spage>1</spage><epage>8</epage><pages>1-8</pages><issn>2325-4270</issn><eisbn>9781467353113</eisbn><eisbn>9781467353083</eisbn><eisbn>1467353086</eisbn><eisbn>1467353116</eisbn><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.</abstract><pub>IEEE</pub><doi>10.1109/CIG.2013.6633610</doi><tpages>8</tpages><oa>free_for_read</oa></addata></record> |
fulltext | fulltext_linktorsrc |
identifier | ISSN: 2325-4270 |
ispartof | 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013, p.1-8 |
issn | 2325-4270 |
language | eng |
recordid | cdi_ieee_primary_6633610 |
source | IEEE Electronic Library (IEL) Conference Proceedings |
subjects | Avatars Benchmark testing Games Libraries Ontologies Syntactics Visualization |
title | A video game description language for model-based or interactive learning |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-17T11%3A12%3A22IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-ieee_6IE&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=proceeding&rft.atitle=A%20video%20game%20description%20language%20for%20model-based%20or%20interactive%20learning&rft.btitle=2013%20IEEE%20Conference%20on%20Computational%20Inteligence%20in%20Games%20(CIG)&rft.au=Schaul,%20Tom&rft.date=2013-08&rft.spage=1&rft.epage=8&rft.pages=1-8&rft.issn=2325-4270&rft_id=info:doi/10.1109/CIG.2013.6633610&rft_dat=%3Cieee_6IE%3E6633610%3C/ieee_6IE%3E%3Curl%3E%3C/url%3E&rft.eisbn=9781467353113&rft.eisbn_list=9781467353083&rft.eisbn_list=1467353086&rft.eisbn_list=1467353116&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rft_ieee_id=6633610&rfr_iscdi=true |