Inductive general game playing
General game playing (GGP) is a framework for evaluating an agent’s general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generati...
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Veröffentlicht in: | Machine learning 2020-07, Vol.109 (7), p.1393-1434 |
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description | General game playing (GGP) is a framework for evaluating an agent’s general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generating game traces. The winner of the GGP competition is the agent that gets the best total score over all the games. In this paper, we invert this task: a learner is given game traces and the task is to learn the rules that could produce the traces. This problem is central to
inductive general game playing
(IGGP). We introduce a technique that automatically generates IGGP tasks from GGP games. We introduce an IGGP dataset which contains traces from 50 diverse games, such as
Sudoku
,
Sokoban
, and
Checkers
. We claim that IGGP is difficult for existing inductive logic programming (ILP) approaches. To support this claim, we evaluate existing ILP systems on our dataset. Our empirical results show that most of the games cannot be correctly learned by existing systems. The best performing system solves only 40% of the tasks perfectly. Our results suggest that IGGP poses many challenges to existing approaches. Furthermore, because we can automatically generate IGGP tasks from GGP games, our dataset will continue to grow with the GGP competition, as new games are added every year. We therefore think that the IGGP problem and dataset will be valuable for motivating and evaluating future research. |
doi_str_mv | 10.1007/s10994-019-05843-w |
format | Article |
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inductive general game playing
(IGGP). We introduce a technique that automatically generates IGGP tasks from GGP games. We introduce an IGGP dataset which contains traces from 50 diverse games, such as
Sudoku
,
Sokoban
, and
Checkers
. We claim that IGGP is difficult for existing inductive logic programming (ILP) approaches. To support this claim, we evaluate existing ILP systems on our dataset. Our empirical results show that most of the games cannot be correctly learned by existing systems. The best performing system solves only 40% of the tasks perfectly. Our results suggest that IGGP poses many challenges to existing approaches. Furthermore, because we can automatically generate IGGP tasks from GGP games, our dataset will continue to grow with the GGP competition, as new games are added every year. We therefore think that the IGGP problem and dataset will be valuable for motivating and evaluating future research.</description><identifier>ISSN: 0885-6125</identifier><identifier>EISSN: 1573-0565</identifier><identifier>DOI: 10.1007/s10994-019-05843-w</identifier><language>eng</language><publisher>New York: Springer US</publisher><subject>Artificial Intelligence ; Checkers ; Competition ; Computer Science ; Control ; Datasets ; Games ; Logic programming ; Logic programs ; Machine Learning ; Mechatronics ; Natural Language Processing (NLP) ; Robotics ; Simulation and Modeling ; Special Issue of the Inductive Logic Programming (ILP) 2019 ; Systems analysis</subject><ispartof>Machine learning, 2020-07, Vol.109 (7), p.1393-1434</ispartof><rights>The Author(s) 2019</rights><rights>The Author(s) 2019. This work is published under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c406t-f1b9a182710dceb6cb40ead19fb297b7a5aeb6d305917db52cfa1c281d64ee3a3</citedby><cites>FETCH-LOGICAL-c406t-f1b9a182710dceb6cb40ead19fb297b7a5aeb6d305917db52cfa1c281d64ee3a3</cites><orcidid>0000-0002-4543-7199</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s10994-019-05843-w$$EPDF$$P50$$Gspringer$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://link.springer.com/10.1007/s10994-019-05843-w$$EHTML$$P50$$Gspringer$$Hfree_for_read</linktohtml><link.rule.ids>314,780,784,27924,27925,41488,42557,51319</link.rule.ids></links><search><creatorcontrib>Cropper, Andrew</creatorcontrib><creatorcontrib>Evans, Richard</creatorcontrib><creatorcontrib>Law, Mark</creatorcontrib><title>Inductive general game playing</title><title>Machine learning</title><addtitle>Mach Learn</addtitle><description>General game playing (GGP) is a framework for evaluating an agent’s general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generating game traces. The winner of the GGP competition is the agent that gets the best total score over all the games. In this paper, we invert this task: a learner is given game traces and the task is to learn the rules that could produce the traces. This problem is central to
inductive general game playing
(IGGP). We introduce a technique that automatically generates IGGP tasks from GGP games. We introduce an IGGP dataset which contains traces from 50 diverse games, such as
Sudoku
,
Sokoban
, and
Checkers
. We claim that IGGP is difficult for existing inductive logic programming (ILP) approaches. To support this claim, we evaluate existing ILP systems on our dataset. Our empirical results show that most of the games cannot be correctly learned by existing systems. The best performing system solves only 40% of the tasks perfectly. Our results suggest that IGGP poses many challenges to existing approaches. Furthermore, because we can automatically generate IGGP tasks from GGP games, our dataset will continue to grow with the GGP competition, as new games are added every year. We therefore think that the IGGP problem and dataset will be valuable for motivating and evaluating future research.</description><subject>Artificial Intelligence</subject><subject>Checkers</subject><subject>Competition</subject><subject>Computer Science</subject><subject>Control</subject><subject>Datasets</subject><subject>Games</subject><subject>Logic programming</subject><subject>Logic programs</subject><subject>Machine Learning</subject><subject>Mechatronics</subject><subject>Natural Language Processing (NLP)</subject><subject>Robotics</subject><subject>Simulation and Modeling</subject><subject>Special Issue of the Inductive Logic Programming (ILP) 2019</subject><subject>Systems analysis</subject><issn>0885-6125</issn><issn>1573-0565</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>C6C</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><recordid>eNp9kM1LAzEQxYMouFb_AQ-y4Dk6k69NjlL8KBS86Dlks9mlpd3WZNfS_97oCt48DTO894b3I-Qa4Q4BqvuEYIyggIaC1ILTwwkpUFY8r0qekgK0llQhk-fkIqU1ADClVUFuFn0z-mH1Gcou9CG6Tdm5bSj3G3dc9d0lOWvdJoWr3zkj70-Pb_MXunx9XswfltQLUANtsTYONasQGh9q5WsBwTVo2pqZqq6cdPnacJAGq6aWzLcOPdPYKBECd3xGbqfcfdx9jCENdr0bY59fWiaY4AJzjaxik8rHXUoxtHYfV1sXjxbBfnOwEwebOdgfDvaQTXwypSzuuxD_ov9xfQGW7GAn</recordid><startdate>20200701</startdate><enddate>20200701</enddate><creator>Cropper, Andrew</creator><creator>Evans, Richard</creator><creator>Law, Mark</creator><general>Springer US</general><general>Springer Nature B.V</general><scope>C6C</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7SC</scope><scope>7XB</scope><scope>88I</scope><scope>8AL</scope><scope>8AO</scope><scope>8FD</scope><scope>8FE</scope><scope>8FG</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>GNUQQ</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K7-</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>M0N</scope><scope>M2P</scope><scope>P5Z</scope><scope>P62</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>Q9U</scope><orcidid>https://orcid.org/0000-0002-4543-7199</orcidid></search><sort><creationdate>20200701</creationdate><title>Inductive general game playing</title><author>Cropper, Andrew ; Evans, Richard ; Law, Mark</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c406t-f1b9a182710dceb6cb40ead19fb297b7a5aeb6d305917db52cfa1c281d64ee3a3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Artificial Intelligence</topic><topic>Checkers</topic><topic>Competition</topic><topic>Computer Science</topic><topic>Control</topic><topic>Datasets</topic><topic>Games</topic><topic>Logic programming</topic><topic>Logic programs</topic><topic>Machine Learning</topic><topic>Mechatronics</topic><topic>Natural Language Processing (NLP)</topic><topic>Robotics</topic><topic>Simulation and Modeling</topic><topic>Special Issue of the Inductive Logic Programming (ILP) 2019</topic><topic>Systems analysis</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Cropper, Andrew</creatorcontrib><creatorcontrib>Evans, Richard</creatorcontrib><creatorcontrib>Law, Mark</creatorcontrib><collection>Springer Nature OA Free Journals</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Computer and Information Systems Abstracts</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Science Database (Alumni Edition)</collection><collection>Computing Database (Alumni Edition)</collection><collection>ProQuest Pharma Collection</collection><collection>Technology Research Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>ProQuest Central Student</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>Computer Science Database</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>Computing Database</collection><collection>Science Database</collection><collection>Advanced Technologies & Aerospace Database</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest Central Basic</collection><jtitle>Machine learning</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Cropper, Andrew</au><au>Evans, Richard</au><au>Law, Mark</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Inductive general game playing</atitle><jtitle>Machine learning</jtitle><stitle>Mach Learn</stitle><date>2020-07-01</date><risdate>2020</risdate><volume>109</volume><issue>7</issue><spage>1393</spage><epage>1434</epage><pages>1393-1434</pages><issn>0885-6125</issn><eissn>1573-0565</eissn><abstract>General game playing (GGP) is a framework for evaluating an agent’s general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generating game traces. The winner of the GGP competition is the agent that gets the best total score over all the games. In this paper, we invert this task: a learner is given game traces and the task is to learn the rules that could produce the traces. This problem is central to
inductive general game playing
(IGGP). We introduce a technique that automatically generates IGGP tasks from GGP games. We introduce an IGGP dataset which contains traces from 50 diverse games, such as
Sudoku
,
Sokoban
, and
Checkers
. We claim that IGGP is difficult for existing inductive logic programming (ILP) approaches. To support this claim, we evaluate existing ILP systems on our dataset. Our empirical results show that most of the games cannot be correctly learned by existing systems. The best performing system solves only 40% of the tasks perfectly. Our results suggest that IGGP poses many challenges to existing approaches. Furthermore, because we can automatically generate IGGP tasks from GGP games, our dataset will continue to grow with the GGP competition, as new games are added every year. We therefore think that the IGGP problem and dataset will be valuable for motivating and evaluating future research.</abstract><cop>New York</cop><pub>Springer US</pub><doi>10.1007/s10994-019-05843-w</doi><tpages>42</tpages><orcidid>https://orcid.org/0000-0002-4543-7199</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Artificial Intelligence Checkers Competition Computer Science Control Datasets Games Logic programming Logic programs Machine Learning Mechatronics Natural Language Processing (NLP) Robotics Simulation and Modeling Special Issue of the Inductive Logic Programming (ILP) 2019 Systems analysis |
title | Inductive general game playing |
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