Machine Learning In Video Games
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Machine Learning In Video Games
In video games, various artificial intelligence techniques have been used in a variety of ways, ranging from non-player character (NPC) control to procedural content generation (PCG). Machine learning is a subset of artificial intelligence that focuses on using algorithms and statistical models to make machines act without specific programming. This is in sharp contrast to traditional methods of artificial intelligence such as search trees and expert systems. Information on machine learning techniques in the field of games is mostly known to public through research projects as most gaming companies choose not to publish specific information about their intellectual property. The most publicly known application of machine learning in games is likely the use of deep learning agents that compete with professional human players in complex strategy games. There has been a significant application of machine learning on games such as Atari/ALE, ''Doom'', ''Minecraft'', '' StarCraft' ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Colored Neural Network
''Colored'' (or ''coloured'') is a racial descriptor historically used in the United States during the Jim Crow Era to refer to an African American. In many places, it may be considered a slur, though it has taken on a special meaning in Southern Africa. Dictionary definitions The word ''colored'' (Middle English ''icoloured'') was first used in the 14th century but with a meaning other than race or ethnicity. The earliest uses of the term to denote a member of dark-skinned groups of peoples occurred in the second part of the 18th century in reference to South America. According to the ''Oxford English Dictionary'', "colored" was first used in this context in 1758 to translate the Spanish term ''mujeres de color'' ('colored women') in Antonio de Ulloa's ''A voyage to South America''. The term came in use in the United States during the early 19th century, and it then was adopted by emancipated slaves as a term of racial pride after the end of the American Civil War until it wa ...
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Robotics
Robotics is an interdisciplinary branch of computer science and engineering. Robotics involves design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist humans. Robotics integrates fields of mechanical engineering, electrical engineering, information engineering, mechatronics, electronics, bioengineering, computer engineering, control engineering, software engineering, mathematics, etc. Robotics develops machines that can substitute for humans and replicate human actions. Robots can be used in many situations for many purposes, but today many are used in dangerous environments (including inspection of radioactive materials, bomb detection and deactivation), manufacturing processes, or where humans cannot survive (e.g. in space, underwater, in high heat, and clean up and containment of hazardous materials and radiation). Robots can take any form, but some are made to resemble humans in appearance. This is claim ...
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Direct Policy Search
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathemati ...
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Q-learning
''Q''-learning is a model-free reinforcement learning algorithm to learn the value of an action in a particular state. It does not require a model of the environment (hence "model-free"), and it can handle problems with stochastic transitions and rewards without requiring adaptations. For any finite Markov decision process (FMDP), ''Q''-learning finds an optimal policy in the sense of maximizing the expected value of the total reward over any and all successive steps, starting from the current state. ''Q''-learning can identify an optimal action-selection policy for any given FMDP, given infinite exploration time and a partly-random policy. "Q" refers to the function that the algorithm computes – the expected rewards for an action taken in a given state. Reinforcement learning Reinforcement learning involves an agent, a set of ''states'' , and a set of ''actions'' per state. By performing an action a \in A, the agent transitions from state to state. Executing an action i ...
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Reinforcement Learning
Reinforcement learning (RL) is an area of machine learning concerned with how intelligent agents ought to take actions in an environment in order to maximize the notion of cumulative reward. Reinforcement learning is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input/output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge). The environment is typically stated in the form of a Markov decision process (MDP), because many reinforcement learning algorithms for this context use dynamic programming techniques. The main difference between the classical dynamic programming methods and reinforcement learning algorithms is that the latter do not assume knowledge of an exact mathematica ...
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Long Short-term Memory
Long short-term memory (LSTM) is an artificial neural network used in the fields of artificial intelligence and deep learning. Unlike standard feedforward neural networks, LSTM has feedback connections. Such a recurrent neural network (RNN) can process not only single data points (such as images), but also entire sequences of data (such as speech or video). For example, LSTM is applicable to tasks such as unsegmented, connected handwriting recognition, speech recognition, machine translation, robot control, video games, and healthcare. The name of LSTM refers to the analogy that a standard RNN has both "long-term memory" and "short-term memory". The connection weights and biases in the network change once per episode of training, analogous to how physiological changes in synaptic strengths store long-term memories; the activation patterns in the network change once per time-step, analogous to how the moment-to-moment change in electric firing patterns in the brain store short- ...
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Vanishing Gradient Problem
In machine learning, the vanishing gradient problem is encountered when training artificial neural networks with gradient-based learning methods and backpropagation. In such methods, during each iteration of training each of the neural network's weights receives an update proportional to the partial derivative of the error function with respect to the current weight. The problem is that in some cases, the gradient will be vanishingly small, effectively preventing the weight from changing its value. In the worst case, this may completely stop the neural network from further training. As one example of the problem cause, traditional activation functions such as the hyperbolic tangent function have gradients in the range , and backpropagation computes gradients by the chain rule. This has the effect of multiplying of these small numbers to compute gradients of the early layers in an -layer network, meaning that the gradient (error signal) decreases exponentially with while the early ...
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Long-term Memory
Long-term memory (LTM) is the stage of the Atkinson–Shiffrin memory model in which informative knowledge is held indefinitely. It is defined in contrast to short-term and working memory, which persist for only about 18 to 30 seconds. Long-term memory is commonly labelled as explicit memory ( declarative), as well as episodic memory, semantic memory, autobiographical memory, and implicit memory (procedural memory). Dual-store memory model According to Miller, whose paper in 1956 popularized the theory of the "magic number seven", short-term memory is limited to a certain number of chunks of information, while long-term memory has a limitless store. Atkinson–Shiffrin memory model According to the dual store memory model proposed by Richard C. Atkinson and Richard Shiffrin in 1968, memories can reside in the short-term "buffer" for a limited time while they are simultaneously strengthening their associations in long-term memory. When items are first presented, they enter sh ...
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Speech Recognition
Speech recognition is an interdisciplinary subfield of computer science and computational linguistics that develops methodologies and technologies that enable the recognition and translation of spoken language into text by computers with the main benefit of searchability. It is also known as automatic speech recognition (ASR), computer speech recognition or speech to text (STT). It incorporates knowledge and research in the computer science, linguistics and computer engineering fields. The reverse process is speech synthesis. Some speech recognition systems require "training" (also called "enrollment") where an individual speaker reads text or isolated vocabulary into the system. The system analyzes the person's specific voice and uses it to fine-tune the recognition of that person's speech, resulting in increased accuracy. Systems that do not use training are called "speaker-independent" systems. Systems that use training are called "speaker dependent". Speech recognition ...
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Recurrent Neural Network
A recurrent neural network (RNN) is a class of artificial neural networks where connections between nodes can create a cycle, allowing output from some nodes to affect subsequent input to the same nodes. This allows it to exhibit temporal dynamic behavior. Derived from feedforward neural networks, RNNs can use their internal state (memory) to process variable length sequences of inputs. This makes them applicable to tasks such as unsegmented, connected handwriting recognition or speech recognition. Recurrent neural networks are theoretically Turing complete and can run arbitrary programs to process arbitrary sequences of inputs. The term "recurrent neural network" is used to refer to the class of networks with an infinite impulse response, whereas "convolutional neural network" refers to the class of finite impulse response. Both classes of networks exhibit temporal dynamic behavior. A finite impulse recurrent network is a directed acyclic graph that can be unrolled and replace ...
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Translation Invariant
In geometry, to translate a geometric figure is to move it from one place to another without rotating it. A translation "slides" a thing by . In physics and mathematics, continuous translational symmetry is the invariance of a system of equations under any translation. Discrete translational symmetry is invariant under discrete translation. Analogously an operator on functions is said to be translationally invariant with respect to a translation operator T_\delta if the result after applying doesn't change if the argument function is translated. More precisely it must hold that \forall \delta \ A f = A (T_\delta f). Laws of physics are translationally invariant under a spatial translation if they do not distinguish different points in space. According to Noether's theorem, space translational symmetry of a physical system is equivalent to the momentum conservation law. Translational symmetry of an object means that a particular translation does not change the object. F ...
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