Abstract
This paper introduces an information-theoretic method for selecting a subset of problems which gives the most information about a group of problem-solving algorithms. This method was tested on the games in the General Video Game AI (GVGAI) framework, allowing us to identify a smaller set of games that still gives a large amount of information about the abilities of different game-playing agents. This approach can be used to make agent testing more efficient. We can achieve almost as good discriminatory accuracy when testing on only a handful of games as when testing on more than a hundred games, something which is often computationally infeasible. Furthermore, this method can be extended to study the dimensions of the effective variance in game design between these games, allowing us to identify which games differentiate between agents in the most complementary ways.
Original language | English |
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Title of host publication | 2020 IEEE Congress on Evolutionary Computation, CEC 2020 - Conference Proceedings |
Place of Publication | Piscataway, N.J. |
Publisher | IEEE |
Number of pages | 8 |
ISBN (Electronic) | 9781728169293 |
DOIs | |
Publication status | Published - 3 Sept 2020 |
Event | 2020 IEEE Congress on Evolutionary Computation, CEC 2020 - Virtual, Glasgow, United Kingdom Duration: 19 Jul 2020 → 24 Jul 2020 |
Conference
Conference | 2020 IEEE Congress on Evolutionary Computation, CEC 2020 |
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Country/Territory | United Kingdom |
City | Virtual, Glasgow |
Period | 19/07/20 → 24/07/20 |
Funding
Ahmed Khalifa acknowledges the financial support from NSF grant (Award number 1717324 - “RI: Small: General Intelligence through Algorithm Invention and Selection.”).
Keywords
- general video game AI
- information gain
- AI benchmarking