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Navigating the landscape of multiplayer games
Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents. This progress, however, can be better informed by character...
Autores principales: | , , , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Nature Publishing Group UK
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7645690/ https://www.ncbi.nlm.nih.gov/pubmed/33154362 http://dx.doi.org/10.1038/s41467-020-19244-4 |
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author | Omidshafiei, Shayegan Tuyls, Karl Czarnecki, Wojciech M. Santos, Francisco C. Rowland, Mark Connor, Jerome Hennes, Daniel Muller, Paul Pérolat, Julien Vylder, Bart De Gruslys, Audrunas Munos, Rémi |
author_facet | Omidshafiei, Shayegan Tuyls, Karl Czarnecki, Wojciech M. Santos, Francisco C. Rowland, Mark Connor, Jerome Hennes, Daniel Muller, Paul Pérolat, Julien Vylder, Bart De Gruslys, Audrunas Munos, Rémi |
author_sort | Omidshafiei, Shayegan |
collection | PubMed |
description | Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents. This progress, however, can be better informed by characterizing games and their topological landscape. Tackling this latter question can facilitate understanding of agents and help determine what game an agent should target next as part of its training. Here, we show how network measures applied to response graphs of large-scale games enable the creation of a landscape of games, quantifying relationships between games of varying sizes and characteristics. We illustrate our findings in domains ranging from canonical games to complex empirical games capturing the performance of trained agents pitted against one another. Our results culminate in a demonstration leveraging this information to generate new and interesting games, including mixtures of empirical games synthesized from real world games. |
format | Online Article Text |
id | pubmed-7645690 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Nature Publishing Group UK |
record_format | MEDLINE/PubMed |
spelling | pubmed-76456902020-11-10 Navigating the landscape of multiplayer games Omidshafiei, Shayegan Tuyls, Karl Czarnecki, Wojciech M. Santos, Francisco C. Rowland, Mark Connor, Jerome Hennes, Daniel Muller, Paul Pérolat, Julien Vylder, Bart De Gruslys, Audrunas Munos, Rémi Nat Commun Article Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents. This progress, however, can be better informed by characterizing games and their topological landscape. Tackling this latter question can facilitate understanding of agents and help determine what game an agent should target next as part of its training. Here, we show how network measures applied to response graphs of large-scale games enable the creation of a landscape of games, quantifying relationships between games of varying sizes and characteristics. We illustrate our findings in domains ranging from canonical games to complex empirical games capturing the performance of trained agents pitted against one another. Our results culminate in a demonstration leveraging this information to generate new and interesting games, including mixtures of empirical games synthesized from real world games. Nature Publishing Group UK 2020-11-05 /pmc/articles/PMC7645690/ /pubmed/33154362 http://dx.doi.org/10.1038/s41467-020-19244-4 Text en © The Author(s) 2020 Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/. |
spellingShingle | Article Omidshafiei, Shayegan Tuyls, Karl Czarnecki, Wojciech M. Santos, Francisco C. Rowland, Mark Connor, Jerome Hennes, Daniel Muller, Paul Pérolat, Julien Vylder, Bart De Gruslys, Audrunas Munos, Rémi Navigating the landscape of multiplayer games |
title | Navigating the landscape of multiplayer games |
title_full | Navigating the landscape of multiplayer games |
title_fullStr | Navigating the landscape of multiplayer games |
title_full_unstemmed | Navigating the landscape of multiplayer games |
title_short | Navigating the landscape of multiplayer games |
title_sort | navigating the landscape of multiplayer games |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7645690/ https://www.ncbi.nlm.nih.gov/pubmed/33154362 http://dx.doi.org/10.1038/s41467-020-19244-4 |
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