In a game, an AI can learn to navigate complex environments, make decisions, and interact with humans in a safe and controlled space. The AI can learn from trial and error, just like humans do in real life.
The game "Dota 2" was used to train an AI to play the game at a professional level, and the AI was able to learn from millions of games played by humans. This type of large-scale data collection is essential for training an AI to perform well in real-world applications.
By training an AI in a game, developers can test and refine their AI's abilities in a low-risk environment before deploying it in real-world situations.
For your interest: Learn How to Code Games
What Is AI Training?
Training an AI in a game involves providing it with a dataset of examples to learn from. This dataset is used to train the AI's algorithms, allowing it to make predictions and decisions based on the patterns it discovers.
The goal of AI training is to achieve a balance between accuracy and efficiency, as explained in the section on "Game Data Collection". By carefully selecting and preparing the dataset, you can help your AI learn quickly and effectively.
In a game, AI training can be done through reinforcement learning, where the AI learns from trial and error by receiving rewards or penalties for its actions. This process is described in the section on "Reinforcement Learning".
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What Is?
Reinforcement learning is a subfield of machine learning that focuses on training agents to learn from their environment through trial and error. The basic principle is straightforward: an agent interacts with its environment, makes decisions, is rewarded or penalized, and adjusts its strategy accordingly.
The goal of RL is to enable the agent to make the best possible decisions based on the feedback it receives. This feedback is provided as rewards or punishments, which the agent uses to adjust its behavior and improve its decision-making process over time.
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Rewards in RL can take various forms, such as a score or a numerical value assigned to a specific action. Conversely, a punishment would include subtracting from the score or points.
The RL is programmed to maximize its rewards. As a result, it will adjust its behavior to increase its reward. It's like training a dog – when the dog performs a trick correctly, you reward it, and the dog repeats the behavior.
One of the earliest examples of RL in gaming is in Backgammon, where a neural network-based agent was trained to play the game using the TD-gammon algorithm.
Learning
AI training is a complex process that involves teaching machines to make decisions and learn from their environment. The goal is to enable AI agents to make the best possible decisions based on the feedback they receive.
Reinforcement learning is a key technique used in AI training, where agents learn from their environment through trial and error. This process involves interacting with the environment, making decisions, and adjusting behavior based on rewards or punishments.
In reinforcement learning, rewards can take various forms, such as scores or numerical values assigned to specific actions. The agent's goal is to maximize its rewards, which guides its behavior and decision-making process over time.
The training process can be time-consuming, requiring a significant amount of data to function properly. Currently, there's a worldwide scarcity of training data, but as more organizations recognize the importance of artificial intelligence and data, this constraint will diminish.
Agents like the one used in TD-gammon, a neural network-based AI program that achieved remarkable performance in playing Backgammon, can learn by playing against themselves and learning from their mistakes. This process allows agents to improve their gameplay strategy over time, creating a level of challenge that keeps players coming back for more.
Game developers are constantly searching for ways to improve the player's experience, and reinforcement learning is a promising approach to achieving this goal.
Game-Playing Approaches
There are three basic strategies for building an AI: simulating possible future sequences of events, developing judgement about how favorable each game state is, and directly optimizing the policy it uses to choose moves.
The minimax algorithm and Monte Carlo Tree Search (MCTS) can be used to simulate possible future sequences of events, but they can be partial and probabilistic, especially in complex games like chess.
Developing judgement about how favorable each game state is involves learning the value of each game state, v(s), or the value of taking each possible action from a given state, q(s,a), which is how most classical RL algorithms work.
The agent chooses the move that is predicted to maximize its chance of winning based on the value function, which can be learned through various algorithms.
Directly optimizing the policy it uses to choose moves involves making random changes to the policy and selecting the best-performing variations, as seen in the genetic algorithm and Policy Gradient algorithm.
A fresh viewpoint: Generative Ai Policy
Decision Trees
Decision Trees are a type of supervised machine learning algorithm that can be used to guide NPC decisions in games.
They work by translating data into variables that can be assessed, providing a set of rules for NPCs to follow.
For example, in a game like Dominion, a decision tree could determine the best action to take based on the player's current state and the available actions.
In the context of game-playing AI, decision trees can be used to make decisions based on a set of rules, rather than relying on a neural network to learn a policy.
However, as seen in the policy gradient algorithm, simply relying on a set of rules may not be enough to achieve optimal performance.
In fact, the policy gradient player fares rather badly, winning less than 20% of its games, when compared to other strategies.
This highlights the importance of using more advanced machine learning techniques, such as neural networks, to achieve better results.
But decision trees can still be a useful tool in certain situations, particularly when dealing with simple decision-making tasks.
For instance, in a game like Tic-Tac-Toe, a decision tree could be used to determine the best move based on the current state of the board.
AlphaGo Zero
AlphaGo Zero is a game-playing approach that utilizes advanced search tree algorithms to forecast actions. It uses a network to choose the next moves, and another to predict the game winner.
This AI system is capable of improving after each game thanks to AI learning, giving it an edge over human players who can get tired. AlphaGo's artificial intelligence has already beaten the world's Go masters, making it a formidable opponent.
The Loss Function
The Loss Function is a crucial part of training an AI in a game. It's a mathematical function that helps the AI learn from its experiences and improve its performance over time.
The goal of the Loss Function is to maximize the average product of the log-probability of each action taken and the outcome of that game, which is either 1 (win) or 0 (loss).
However, there are some pathological ways to minimize the Loss Function, such as losing every game or having a deterministic policy that always passes on every turn. This can lead to an unreliable indication of whether the policy is actually improving.
In our case, the Loss Function is expressed as the negative of the product of the log-probability of each action taken and the outcome of that game. This is because deep learning libraries are set up to minimize a loss function.
The Loss Function is used to measure the difference between the real target and the predicted one. It's the job of the neural network to minimize the Loss Function, which means reducing the difference between the real target and the predicted one.
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Supervised Unsupervised
Supervised and unsupervised learning are two types of machine learning approaches that developers use in video games. Supervised learning is a guided learning approach where models learn from a labeled dataset, like images of dogs and cats, to classify new images.
Unsupervised learning, on the other hand, operates without labeled data, allowing models to find patterns and relationships within the data. For example, a music streaming service can use unsupervised learning to categorize its vast music library into various genres by analyzing characteristics like tempo and melody.
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Supervised learning can be useful for tasks like image recognition, but it has its limitations. It relies on predefined rules and patterns to identify and classify data, which can make it challenging to create characters that can adapt to new situations.
Unsupervised learning, however, can help identify patterns and relationships within data, making it useful for tasks like music categorization. But it's not suitable for creating adaptive and dynamic characters that can provide engaging gaming experiences.
Here's a comparison of supervised and unsupervised learning:
Both supervised and unsupervised learning have their uses, but they're limited in their ability to create adaptive and dynamic characters.
Fine-Tuning the Model
The loss function is a crucial component in fine-tuning a model, and it's essential to choose the right one for the task at hand.
In the example of the binary classification problem, the binary cross-entropy loss function was used to optimize the model's performance.
A well-tuned model can make a significant difference in the accuracy of the predictions.
The article section on "Choosing the Right Loss Function" highlighted the importance of selecting a loss function that aligns with the problem's requirements.
Fine-tuning a model involves adjusting its parameters to minimize the loss function, which is typically done through backpropagation.
In the example of the regression problem, the mean squared error loss function was used to optimize the model's performance, resulting in a significant reduction in the error.
The Loss Function
The Loss Function is a crucial component in training neural networks and policy gradients. It measures the difference between the predicted output and the actual output.
In the context of policy gradients, the loss function is the average product of the log-probability of each action taken and the outcome of that game. This makes sense, as one maximizes this function by pairing high-probability actions with wins and low-probability actions with losses.
However, this loss function can be minimized in pathological ways, such as losing every game or having a deterministic policy that always passes. This is why Spinning Up notes that improvements in this loss function are an unreliable indication of whether the policy is actually improving.
The goal is to minimize the negative of this product, which is what deep learning libraries are set up to do. This is because minimizing the negative of the product is equivalent to maximizing the product itself.
Here are some key aspects of the loss function:
- The loss function measures the difference between predicted and actual outputs.
- In policy gradients, the loss function is the average product of log-probability and outcome.
- Improvements in the loss function are not always a reliable indication of policy improvement.
- Deep learning libraries minimize the negative of the product.
Game Development Methods
Game development methods have evolved significantly over the years, and AI has played a crucial role in this evolution.
Traditionally, NPCs were programmed using rule-based and finite state machines, which required many conditionals to build these systems, giving NPCs deterministic actions.
Developers employed fuzzy logic to reduce development time and add a degree of unpredictability to games. Scripting, expert systems, and artificial life (A-life) methods were also used.
Non-deterministic methods like decision trees, (deep) neural networks, genetic algorithms, and reinforcement learning techniques have been used in popular games to create more realistic and dynamic gameplay.
Additional reading: Artificial Intelligence in Software Engineering
Game State Improvement
Improving the game state representation can make it easier for a neural net to learn.
Changing the representation of state variables can have a significant impact on the performance of the algorithm. For example, instead of using three state variables, you can represent them as counts, progressively turning on binary flags.
Representing variables as counts can lead to better results, as seen in the example where this approach brought the strategy to about 30% wins.
Encoding separate cases for positive and negative score differentials can further improve the win rate, as demonstrated by an improvement to about 40% wins.
Game Development Methods
Rule-based and finite state machines were traditionally used to program NPCs in games, requiring many conditionals to build these systems.
Developers used fuzzy logic to reduce development time and add unpredictability to games, making them more engaging for players.
Scripting, expert systems, and artificial life (A-life) methods are also used in game development to create more realistic and interactive game worlds.
Pathfinding algorithms, specifically A* technologies, were one of the first applications of AI in game programming, enabling NPCs to navigate complex environments.
Consider reading: Generative Ai in Games
Decision trees and neural networks were used in popular games like Black & White to create more intelligent and dynamic NPCs.
Genetic algorithms and reinforcement learning techniques were used in games like Creatures and Heavy Gear to create more realistic and adaptive AI behaviors.
These non-deterministic methods allowed game developers to create more complex and engaging game worlds, drawing players in and keeping them invested in the game.
Module Implementation
In game development, the implementation of a module can make or break the entire project. The most important part of the program is the Deep-Q Learning iteration, which is a crucial component of the Learning module.
This iteration is implemented with high-level steps that involve updating the neural network's weights based on the agent's experiences. The actual implementation in the GitHub repository might be slightly different, but the concept remains the same.
A key aspect of the Learning module is its ability to learn from the agent's interactions with the environment. The Deep-Q Learning iteration plays a vital role in this process, allowing the agent to improve its decision-making over time.
To achieve this, the implementation uses a combination of exploration and exploitation, where the agent balances trying new actions with exploiting the most rewarding ones.
Poker: Libratus vs Four Players
Poker is a highly psychological game, and one might think that an AI's inability to determine whether someone is bluffing would make it a poor opponent. However, in 2017, an AI called the "Libratus" was able to defeat four professional poker players at the same time in a no-limit Texas Hold'em poker game.
The AI was created by two Carnegie Mellon computer scientists who used a modified version of AI to beat everyone. This achievement demonstrates that AI can be a formidable opponent even in games that require human intuition and psychology.
The Libratus AI was able to analyze vast amounts of data and make decisions based on probability and strategy, giving it an edge over human players.
Game Level
Creating a game level is also known as Procedural Content Generation (PCG). These are the names for a collection of techniques that employ sophisticated AI algorithms to generate huge open-world environments, new game levels, and other gaming assets.
Developing such games is quite time-consuming from both a design and development standpoint. Open world or open map games are among the most played games ever created.
These games let you explore huge environments. No Man's Sky is an AI-based game with dynamically generated new levels while you play.
Scenarios and Stories
Interactive narratives are a fascinating area of game development, where AI is used to generate stories and scenarios. Users can create or influence a dramatic tale through their actions or dialogue.
AI algorithms use text analysis to produce scenarios based on past narrative experiences. This technology has been used in games like Dungeon 2, which is powered by an OpenAI-developed text generation tool trained on Choose Your Own Adventure novels.
In Dungeon 2, players can engage with a dynamic narrative that adapts to their choices. This is made possible by the game's ability to analyze user input and generate new scenarios accordingly.
AI in Games
AI in games has come a long way, with techniques like reinforcement learning being used to train agents like Deep-Q-Network (DQN) to play games like Super Mario Bros with maximum efficiency.
These agents can learn complex behaviors from raw game data, such as wall jumping and shell throwing, which are typically difficult for human players to master. The DQN achieved a score of 600,000 points, comparable to an average human player, after playing the game for just a few hours.
Non-playable characters (NPCs) in games are also becoming more intelligent and responsive, with some games using imitation to train NPC characters, like SEED (EA), to speed up the creation of NPCs.
The AI in games is not just limited to NPCs, but also used to develop game landscapes that can change in response to a human player's decisions and actions, immersing the player in a world with intricate environments and life-like characters.
Artificial Intelligence Games
Artificial intelligence is revolutionizing the gaming industry in numerous ways. Games like Super Mario Bros use AI to create intelligent agents that can learn and adapt to complex behaviors, such as wall jumping and shell throwing.
AI is no longer just used to predict player moves, but also to create immersive experiences like the game The Last of Us: Part I, where NPC allies can detect enemies and adapt their actions accordingly.
In some games, like Rocket League, AI-controlled bots can be trained through reinforcement learning to perform at blistering speeds during competitive matches.
AI has also made its way into procedural content generation, allowing for the creation of vast open-world environments, like those found in No Man's Sky, where new levels are generated dynamically as the game progresses.
The use of AI in games is not limited to NPCs, but also extends to game level generation, creating new and exciting experiences for players.
Some games, like Grand Theft Auto 5, showcase the potential of AI in creating realistic and sophisticated game worlds, where pedestrians react in inventive ways to player input.
Here are some examples of AI games that have made a significant impact:
- The Last of Us: Part I
- Rocket League
- No Man's Sky
- Grand Theft Auto 5
- Super Mario Bros
What's in Gaming?
In gaming, AI is used to control non-player characters (NPCs) that can learn from interactions and change their behavior to respond to human players' actions. This creates a more immersive experience.
Artificial intelligence also powers game landscapes that can reshape the terrain in response to a human player's decisions and actions. This can result in intricate environments and life-like characters.
NPCs can be allies, sidekicks, or enemies, and they tweak their behavior to respond to human players' actions, increasing the variety of conversations and actions encountered. By doing so, they make the game more engaging and realistic.
AI in gaming immerses human users in worlds with malleable narratives and life-like characters, making the experience more enjoyable and interactive.
Game Examples
Researchers at Google's DeepMind used reinforcement learning (RL) to train an AI agent, called Deep-Q-Network (DQN), to complete Super Mario Bros with maximum efficiency.
The DQN achieved a score of 600,000 points, comparable to the score of an average human player, after playing the game for just a few hours.
Here are some notable games where AI agents have been trained using RL:
- The Last of Us
- FIFA 22
- Red Dead Redemption 2
- Tom Clancy’s Splinter Cell: Blacklist
- XCOM: Enemy Unknown
- Rocket League
- Halo: Combat Evolved
- Middle-Earth: Shadow of Mordor
- BioShock Infinite
- Alien: Isolation
These games showcase the potential of RL in training AI agents to perform complex tasks, often exceeding human capabilities.
Darkforest
Darkforest is a game developed by Facebook using AI that's an intense game of Go that requires almost limitless moves. Players see Darkforest as a major AI challenge.
The game combines neural networks and search-based approaches in planning the next best move. It predicts your next move and makes judgments based on those assumptions.
Players frequently see Darkforest as a major AI challenge because there are many elements to consider when playing Go. There is a probability, statistics, and good old-fashioned strategies to consider.
In Darkforest, machine learning evaluates these variables and toys with them. This is the most challenging AI vs. human conflict yet.
Backgammon: Bkg 9.8 Luigi Villa
Backgammon has a rich history of computer vs human competition, with one notable example being the BKG 9.8 program. This program, authored by Hans J. Berliner, was the first to defeat a world champion.
In 1979, the BKG 9.8 program took on the world champion, Tim Luigi Villa, and won by a substantial margin of 7-1. This marked a significant milestone in the development of artificial intelligence.
The BKG 9.8 program's victory over Luigi Villa demonstrated the potential of computers to compete at a high level in strategic games like backgammon.
Frequently Asked Questions
How to train an AI agent?
To train an AI agent, follow a structured process that includes data collection, model training, evaluation, fine-tuning, and deployment, ensuring your agent meets your goals. Effective training also involves ongoing monitoring and updates to maintain its performance and accuracy.
Sources
- Spinning Up in Deep Reinforcement Learning (openai.com)
- Reinforcement Learning: An Introduction (Sutton & Barto, 2020) (incompleteideas.net)
- Proximal Policy Optimization (PPO) (openai.com)
- Policy Gradient (openai.com)
- Deep Reinforcement Learning (deepmind.com)
- Google DeepMind (deepmind.com)
- GitHub repository (github.com)
- GitHub repository (github.com)
- TD-gammon algorithm (bkgm.com)
- NPCs (businessinsider.com)
- beat top-ranked human players (openai.com)
- Garry Kasparov lost to IBM’s Deep Blue (aibusiness.com)
- incorporate ChatGPT into its games (globenewswire.com)
- standard for stealth AI (gamedeveloper.com)
- Rocket League bots (forbes.com)
- Rocket League (rocketleague.com)
- Deep Blue (wikipedia.org)
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