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Player of Games

arxiv.org

201–210 of 242 posts

Re: Player of Games

#201
post #157

so this is what Grimes latest song is about?

> All the lyrical evidence that Grimes’ new song ‘Player of Games’ is about ex Elon Musk > Grimes seemingly makes multiple, thinly veiled references to Musk in the song https://www.independent.co.uk/arts-entertainment/music/news/...

SpaceX's landing pad barges are also named after Culture series starships

Re: Player of Games

#202

Earlier quoted context omitted.

Allusions are fun and all, but I disagree. These are important problems that a lot of people have put their whole careers into researching. Silly names like these lack gravitas.

Very little Gravitas Indeed.

Ah so its __you__ that took that one

Re: Player of Games

#203

Earlier quoted context omitted.

PSA: The "Culture" novels by Iain M Banks are fantastic and can be read in any order. "Player of Games" was the 1st one I read and still probably my favorite.

I keep hearing recommendations for the Culture books so I tried reading it recently and it just didn't work for me -- I gave up on it halfway through, which is rare for me.

They are a slow burn, but the ends always justify the means with those novels. If you really did make it 1/2 way, I’d encourage you to go back and finish reserve judgment.

Re: Player of Games

#204
post #197
post #7

If you are interested in this, I maintain a list of boardgame-solving related research at https://github.com/captn3m0/boardgame-research , with sections for specific games. This looks really interesting. It would be a good project to test this against a general card-playing framework to easily test it on a variety of imperfect-information games based on playing cards.

Imperfect information games will always have a luck element that gives casual players an edge. That's basically the appeal of card games over board games.

Not just luck but deception as well which takes some games to new levels.

Re: Player of Games

#205
post #43

Earlier quoted context omitted.

I tried my hand once or twice at (re-)implementing board games [0], so that I could run some common "AI" algorithms on the game trees. What tripped me up every time is that most board games have a lot of "if this happens, there is this specific rule that applies". Even relatively simple games (like Homeworlds) are pretty hard to nail down perfectly due to all the special cases. Do you, or somebody else, have any reco…

> What tripped me up every time is that most board games have a lot of "if this happens, there is this specific rule that applies". Even relatively simple games (like Homeworlds) are pretty hard to nail down perfectly due to all the special cases. The key is to build a data-driven state machine, rather than writing logic with a bunch of 'if' statements.

I am "camp Haskell", so my approach was pretty much data-driven. But what is a state machine if not a big nest of if-else statements? :-)

Re: Player of Games

#206
post #196

Earlier quoted context omitted.

My personal experience was the opposite. I'm currently trying different approaches for building a Bomberman AI for the Bomberland competition that was discussed here on HN a few weeks ago. "IMPALA with 1 learner takes only around 10 hours to reach the same performance that A3C approaches after 7.5 days." says the paper, but I can run A3C on a cheap CPU-only server but to get that IMPALA timing, I need to spend a lot…

Hm not an expert in this, but would something with a world model help, rather than depending on stochastic random action choices? It seems like it should be possible to learn that a frame sequence where you've been next to a bomb for 6 ticks is rapidly decreasing your expected score, and that your score would be significantly better if you weren't in line with the bomb pretty soon.

I'm in the process of attempting just that, with limited success. In my case, I trained a classifier that takes the current surroundings of the player unit and tries to predict that we'll gain an advantage in this segment of the game. I split the game into segments based on when the HP relationships between teams change. And gaining an advantage then means that you take more HP from the enemy team than what you and your teammates lost.

The classifier has on average 90% accuracy which seems good. I then use the likelihood predicted by this classifier to compute the weight with which I want to train each action and if I want to train it positively (by pulling its likelihood of being chosen up) or negatively (pushing the likelihood of that action down).

However, what this model cannot correctly represent is the fact that whether or not a given situation will turn out to be good or bad in the long term is highly dependent on how you play. So if I train this with replay data, I will score the situations in relation to how well those (outdated) AIs could take advantage of them.

Next up, I'll try to fix this issue by introducing a graph-like stochastic structure. The basic idea is that I encode "from this state S if I take action A, then I can reach state T with P percent likelihood" into yet another neural network. If I then identify a state which is really beneficial in the sense that I can reliably convert it into an advantage, then I can use this graph to back-propagate that knowledge so that I get "from this state S, action A takes me to state T, then action B takes me to state U, and U is great".

That should allow me to train with historical data to identify which transitions are possible, and then I can combine that with realtime data about the desirability of each state. So basically I'd do A* pathfinding over the graph of possible states to identify which actions are needed to bring me from my current situation into the closest "I will surely win" situation. Except that the graph is memorized by an AI because the real state-space is huge: 15x15 fields with 6 units + 5 environment states => roughly 11^(15*15) states

Re: Player of Games

#207
post #199

This is a great result, but you can see that it's more of a theoretical case because of this: "converging to perfect play as available computation time and approximation capacity increases." That is true for pretty much all current deep reinforcement learning algorithms. The practical question is: How much computation do you need to get useful results? Alpha Go Zero is impressive mathematics, but who is willing to sp…

> That is true for pretty much all current deep reinforcement learning algorithms. Is that true? I was unaware that PPO, SAC, DQN, Impala, MuZero/AlphaZero etc would all automatically Just Work™ for hidden information games. Straight MCTS-inspired algorithms seem like they'd fail for reasons discussed in the paper, and while PPO/Impala work reasonably well in DoTA2/SC2, it's not obvious they'd converge to perfect pla…

You can mathematically prove for a lot of different algorithms (including PPO, DQN, IMPALA) that given enough experience with the game world, they will eventually converge to the optimal policy. It's just that the "enough experience" part might be so large that it's practically useless.

If I remember correctly, the DeepMind x UCL RL Lecture Series proves the underlying Bellman equation in this video: https://www.youtube.com/watch?v=zSOMeug_i_M

As for "hidden information" games, I thought the trick was to concatenate the current state with all past states and treat that as the new state, thereby making it an MDP.

Re: Player of Games

#208
It would be awesome to have two interacting communities: AI experts building open source general game playing engines, and gaming fans writing pluggable rule specifications and UIs for popular games.

A bit of googling shows that there is a General Game Playing AI community with their own Game Description Language. I never really encountered them before, and the DeepMind paper does not cite them, either.

Re: Player of Games

#209

Earlier quoted context omitted.

It does, but IMO it's probably worth reading The Player of Games or Use of Weapons before it anyway. With the exception of perhaps Surface Detail, none of the Culture books rely on any others. Consider Phlebas gives a good view of The Culture from "outside" (the perspective of the Idrians) but is quite slow.

I mean, Player of Games has a pretty slow start too. I love that book, but the initial pacing is IMO its biggest flaw. I know Use of Weapons doesn't depend on any of the other books for its plot, but is it a decent intro to the setting? If it is, that's where I'd recommend starting.

I've read (in order) Consider Phlebas, Player of Games, Use of Weapons, and Excession thus far. Use of Weapons was the toughest one for me to get through so far. I started it and stopped it a few times over several years and just couldn't get past the halfway point. I eventually got over the hump with it and devour the last half of the book over a couple of days (which is fast for me). So for my money, Use of Weapons is a bad starting point.

My favorite by far is Excession but I don't know that I'd start there. I think the payoff of getting a story from the perspective of the Minds is better appreciated after you've heard about them and their capabilities from a distance in the preceding books.

My pick would be to start with Player of Games. That's the one that was a page turner for me nearly from the jump.

Re: Player of Games

#210

It would be awesome to have two interacting communities: AI experts building open source general game playing engines, and gaming fans writing pluggable rule specifications and UIs for popular games. A bit of googling shows that there is a General Game Playing AI community with their own Game Description Language. I never really encountered them before, and the DeepMind paper does not cite them, either.

Last I looked, the GGP community is focused on perfect information games currently. I had the same thought, though.
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