Machine Learning In Video Games
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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, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s, various
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech r ...
techniques have been used in a variety of ways, ranging from
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
(NPC) control to
procedural content generation In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In ...
(PCG).
Machine learning Machine learning (ML) is a field of inquiry devoted to understanding and building methods that 'learn', that is, methods that leverage data to improve performance on some set of tasks. It is seen as a part of artificial intelligence. Machine ...
is a
subset In mathematics, set ''A'' is a subset of a set ''B'' if all elements of ''A'' are also elements of ''B''; ''B'' is then a superset of ''A''. It is possible for ''A'' and ''B'' to be equal; if they are unequal, then ''A'' is a proper subset o ...
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 tree In computer science, a search tree is a tree data structure used for locating specific keys from within a set. In order for a tree to function as a search tree, the key for each node must be greater than any keys in subtrees on the left, and les ...
s and
expert system In artificial intelligence, an expert system is a computer system emulating the decision-making ability of a human expert. Expert systems are designed to solve complex problems by reasoning through bodies of knowledge, represented mainly as if� ...
s. Information on machine learning techniques in the field of games is mostly known to public through
research projects Research is "creative and systematic work undertaken to increase the stock of knowledge". It involves the collection, organization and analysis of evidence to increase understanding of a topic, characterized by a particular attentiveness t ...
as most gaming companies choose not to publish specific information about their
intellectual property Intellectual property (IP) is a category of property that includes intangible creations of the human intellect. There are many types of intellectual property, and some countries recognize more than others. The best-known types are patents, cop ...
. 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 game A strategy game or strategic game is a game (e.g. a board game) in which the players' uncoerced, and often autonomous, decision-making skills have a high significance in determining the outcome. Almost all strategy games require internal decisio ...
s. There has been a significant application of machine learning on games such as Atari/ALE, ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'', ''
Minecraft ''Minecraft'' is a sandbox game developed by Mojang Studios. The game was created by Markus "Notch" Persson in the Java programming language. Following several early private testing versions, it was first made public in May 2009 before bein ...
'', ''
StarCraft ''StarCraft'' is a military science fiction media franchise created by Chris Metzen and James Phinney and owned by Blizzard Entertainment. The series, set in the beginning of the 26th century, centers on a galactic struggle for dominance am ...
'', and car racing. Other games that did not originally exists as video games, such as chess and Go have also been affected by the machine learning.


Overview of relevant machine learning techniques


Deep learning

Deep learning is a subset of machine learning which focuses heavily on the use of
artificial neural network Artificial neural networks (ANNs), usually simply called neural networks (NNs) or neural nets, are computing systems inspired by the biological neural networks that constitute animal brains. An ANN is based on a collection of connected units ...
s (ANN) that learn to solve complex tasks. Deep learning uses multiple layers of ANN and other techniques to progressively extract information from an input. Due to this complex layered approach, deep learning models often require powerful machines to train and run on.


Convolutional neural networks

Convolutional neural network In deep learning, a convolutional neural network (CNN, or ConvNet) is a class of artificial neural network (ANN), most commonly applied to analyze visual imagery. CNNs are also known as Shift Invariant or Space Invariant Artificial Neural Netwo ...
s (CNN) are specialized ANNs that are often used to analyze image data. These types of networks are able to learn translation invariant patterns, which are patterns that are not dependent on location. CNNs are able to learn these patterns in a hierarchy, meaning that earlier convolutional layers will learn smaller local patterns while later layers will learn larger patterns based on the previous patterns. A CNN's ability to learn visual data has made it a commonly used tool for deep learning in games.


Recurrent neural network

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 ...
s are a type of ANN that are designed to process sequences of data in order, one part at a time rather than all at once. An RNN runs over each part of a sequence, using the current part of the sequence along with memory of previous parts of the current sequence to produce an output. These types of ANN are highly effective at tasks such as
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 ma ...
and other problems that depend heavily on temporal order. There are several types of RNNs with different internal configurations; the basic implementation suffers from a lack of
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-te ...
due to the
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 ...
, thus it is rarely used over newer implementations.


Long short-term memory

A
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) ca ...
(LSTM) network is a specific implementation of a RNN that is designed to deal with the
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 ...
seen in simple RNNs, which would lead to them gradually "forgetting" about previous parts of an inputted sequence when calculating the output of a current part. LSTMs solve this problem with the addition of an elaborate system that uses an additional input/output to keep track of long term data. LSTMs have achieved very strong results across various fields, and were used by several monumental deep learning agents in games.


Reinforcement learning

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 ...
is the process of training an agent using rewards and/or punishments. The way an agent is rewarded or punished depends heavily on the problem; such as giving an agent a positive reward for winning a game or a negative one for losing. Reinforcement learning is used heavily in the field of machine learning and can be seen in methods such as
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 a ...
, policy search, Deep Q-networks and others. It has seen strong performance in both the field of games and
robotics Robotics is an interdisciplinarity, 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 human ...
.


Neuroevolution

Neuroevolution Neuroevolution, or neuro-evolution, is a form of artificial intelligence that uses evolutionary algorithms to generate artificial neural networks (ANN), parameters, and rules. It is most commonly applied in artificial life, general game pla ...
involves the use of both neural networks and
evolutionary algorithm In computational intelligence (CI), an evolutionary algorithm (EA) is a subset of evolutionary computation, a generic population-based metaheuristic optimization algorithm. An EA uses mechanisms inspired by biological evolution, such as rep ...
s. Instead of using gradient descent like most neural networks, neuroevolution models make use of evolutionary algorithms to update neurons in the network. Researchers claim that this process is less likely to get stuck in a local minimum and is potentially faster than state of the art deep learning techniques.


Deep learning agents

Machine learning agents have been used to take the place of a human player rather than function as NPCs, which are deliberately added into video games as part of designed
gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pla ...
. Deep learning agents have achieved impressive results when used in competition with both humans and other artificial intelligence agents.


Chess

Chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
is a
turn-based strategy A turn-based strategy (TBS) game is a strategy game (usually some type of wargame, especially a strategic-level wargame) where players take turns when playing. This is distinguished from real-time strategy (RTS), in which all players play si ...
game that is considered a difficult AI problem due to the
computational complexity In computer science, the computational complexity or simply complexity of an algorithm is the amount of resources required to run it. Particular focus is given to computation time (generally measured by the number of needed elementary operations) ...
of its board space. Similar strategy games are often solved with some form of a
Minimax Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. Whe ...
Tree Search. These types of AI agents have been known to beat professional human players, such as the historic 1997
Deep Blue versus Garry Kasparov Deep Blue versus Garry Kasparov was a pair of six-game chess matches between the world chess champion Garry Kasparov and an IBM supercomputer called Deep Blue. The first match was played in Philadelphia in 1996 and won by Kasparov by 4–2. A ...
match. Since then, machine learning agents have shown ever greater success than previous AI agents.


Go

Go is another turn-based strategy game which is considered an even more difficult AI problem than chess. The state space of is Go is around 10^170 possible board states compared to the 10^120 board states for Chess. Prior to recent deep learning models, AI Go agents were only able to play at the level of a human amateur.


AlphaGo

Google's 2015
AlphaGo AlphaGo is a computer program that plays the board game Go. It was developed by DeepMind Technologies a subsidiary of Google (now Alphabet Inc.). Subsequent versions of AlphaGo became increasingly powerful, including a version that competed u ...
was the first AI agent to beat a professional Go player. AlphaGo used a deep learning model to train the weights of a
Monte Carlo tree search In computer science, Monte Carlo tree search (MCTS) is a heuristic search algorithm for some kinds of decision processes, most notably those employed in software that plays board games. In that context MCTS is used to solve the game tree. MCT ...
(MCTS). The deep learning model consisted of 2 ANN, a policy network to predict the probabilities of potential moves by opponents, and a value network to predict the win chance of a given state. The deep learning model allows the agent to explore potential game states more efficiently than a vanilla MCTS. The network were initially trained on games of humans players and then were further trained by games against itself.


AlphaGo Zero

AlphaGo Zero AlphaGo Zero is a version of DeepMind's Go software AlphaGo. AlphaGo's team published an article in the journal ''Nature'' on 19 October 2017, introducing AlphaGo Zero, a version created without using data from human games, and stronger than any ...
, another implementation of AlphaGo, was able to train entirely by playing against itself. It was able to quickly train up to the capabilities of the previous agent.


''StarCraft'' series

''
StarCraft ''StarCraft'' is a military science fiction media franchise created by Chris Metzen and James Phinney and owned by Blizzard Entertainment. The series, set in the beginning of the 26th century, centers on a galactic struggle for dominance am ...
'' and its sequel ''
StarCraft II ''StarCraft II'' is a military science fiction video game created by Blizzard Entertainment as a sequel to the successful ''StarCraft'' video game released in 1998. Set in a fictional future, the game centers on a galactic struggle for dominance a ...
'' are
real-time strategy Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to pla ...
(RTS) video games that have become popular environments for AI research.
Blizzard A blizzard is a severe snowstorm characterized by strong sustained winds and low visibility, lasting for a prolonged period of time—typically at least three or four hours. A ground blizzard is a weather condition where snow is not falling ...
and
DeepMind DeepMind Technologies is a British artificial intelligence subsidiary of Alphabet Inc. and research laboratory founded in 2010. DeepMind was acquired by Google in 2014 and became a wholly owned subsidiary of Alphabet Inc, after Google's restru ...
have worked together to release a public ''StarCraft 2'' environment for AI research to be done on. Various deep learning methods have been tested on both games, though most agents usually have trouble outperforming the default AI with cheats enabled or skilled players of the game.


Alphastar

Alphastar was the first AI agent to beat professional ''StarCraft 2'' players without any in-game advantages. The deep learning network of the agent initially received input from a simplified zoomed out version of the gamestate, but was later updated to play using a camera like other human players. The developers have not publicly released the code or architecture of their model, but have listed several state of the art machine learning techniques such as relational deep reinforcement learning,
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) ca ...
, auto-regressive policy heads, pointer networks, and centralized value baseline. Alphastar was initially trained with supervised learning, it watched replays of many human games in order to learn basic strategies. It then trained against different versions of itself and was improved through reinforcement learning. The final version was hugely successful, but only trained to play on a specific map in a protoss mirror matchup.


''Dota 2''

''
Dota 2 ''Dota 2'' is a 2013 multiplayer online battle arena (MOBA) video game by Valve. The game is a sequel to '' Defense of the Ancients'' (''DotA''), a community-created mod for Blizzard Entertainment's '' Warcraft III: Reign of Chaos.'' ''Dota ...
'' is a
multiplayer online battle arena Multiplayer online battle arena (MOBA) is a subgenre of strategy video games in which two teams of players compete against each other on a predefined battlefield. Each player controls a single character with a set of distinctive abilities that i ...
(MOBA) game. Like other complex games, traditional AI agents have not been able to compete on the same level as professional human player. The only widely published information on AI agents attempted on ''Dota 2'' is
OpenAI OpenAI is an artificial intelligence (AI) research laboratory consisting of the for-profit corporation OpenAI LP and its parent company, the non-profit OpenAI Inc. The company conducts research in the field of AI with the stated goal of promo ...
's deep learning Five agent.


OpenAI Five

OpenAI Five OpenAI Five is a computer program by OpenAI that plays the five-on-five video game ''Dota 2''. Its first public appearance occurred in 2017, where it was demonstrated in a live one-on-one game against the professional player, Dendi, who lost to i ...
utilized separate
LSTM 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) c ...
networks to learn each hero. It trained using a
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 ...
technique known as Proximal Policy Learning running on a system containing 256
GPUs A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mob ...
and 128,000 CPU cores. Five trained for months, accumulating 180 years of game experience each day, before facing off with professional players. It was eventually able to beat the 2018 ''Dota 2'' esports champion team in a 2019 series of games.


''Planetary Annihilation''

'' Planetary Annihilation'' is a real-time strategy game which focuses on massive scale war. The developers use ANNs in their default AI agent.


Supreme Commander 2

Supreme Commander 2 ''Supreme Commander 2'' is a real-time strategy (RTS) video game developed by Gas Powered Games and published by Square Enix as the sequel to '' Supreme Commander''. A Windows-only demo was initially released via Steam on February 24, 2010, wi ...
is a
real-time strategy Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to pla ...
(RTS) video game. The game uses
Multilayer Perceptrons A multilayer perceptron (MLP) is a fully connected class of feedforward artificial neural network (ANN). The term MLP is used ambiguously, sometimes loosely to mean ''any'' feedforward ANN, sometimes strictly to refer to networks composed of mul ...
(MLPs) to control a platoon’s reaction to encountered enemy units. Total of four MLPs are used, one for each platoon type: land, naval, bomber, and fighter.


Generalized games

There have been attempts to make machine learning agents that are able to play more than one game. These "general" gaming agents are trained to understand games based on shared properties between them.


AlphaZero

AlphaZero AlphaZero is a computer program developed by artificial intelligence research company DeepMind to master the games of chess, shogi and go. This algorithm uses an approach similar to AlphaGo Zero. On December 5, 2017, the DeepMind team r ...
is a modified version of
AlphaGo Zero AlphaGo Zero is a version of DeepMind's Go software AlphaGo. AlphaGo's team published an article in the journal ''Nature'' on 19 October 2017, introducing AlphaGo Zero, a version created without using data from human games, and stronger than any ...
which is able to play
Shogi , also known as Japanese chess, is a strategy board game for two players. It is one of the most popular board games in Japan and is in the same family of games as Western chess, '' chaturanga, Xiangqi'', Indian chess, and '' janggi''. ''Shōg ...
,
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
, and Go. The modified agent starts with only basic rules of the game, and is also trained entirely through self-learning. DeepMind was able to train this generalized agent to be competitive with previous versions of itself on Go, as well as top agents in the other two games.


Strengths and weaknesses of deep learning agents

Machine learning agents are often not covered in many game design courses. Previous use of machine learning agents in games may not have been very practical, as even the 2015 version of AlphaGo took hundreds of CPUs and GPUs to train to a strong level. This potentially limits the creation of highly effective deep learning agents to large corporations or extremely wealthy individuals. The extensive training time of neural network based approaches can also take weeks on these powerful machines. The problem of effectively training ANN based models extends beyond powerful hardware environments; finding a good way to represent data and learn meaningful things from it is also often a difficult problem. ANN models often overfit to very specific data and perform poorly in more generalized cases. AlphaStar shows this weakness, despite being able to beat professional players, it is only able to do so on a single map when playing a mirror protoss matchup. OpenAI Five also shows this weakness, it was only able to beat professional player when facing a very limited hero pool out of the entire game. This example show how difficult it can be to train a deep learning agent to perform in more generalized situations. Machine learning agents have shown great success in a variety of different games. However, agents that are too competent also risk making games too difficult for new or casual players. Research has shown that challenge that is too far above a player's skill level will ruin lower player enjoyment. These highly trained agents are likely only desirable against very skilled human players who have many of hours of experience in a given game. Given these factors, highly effective deep learning agents are likely only a desired choice in games that have a large competitive scene, where they can function as an alternative practice option to a skilled human player.


Computer vision-based players

Computer vision Computer vision is an Interdisciplinarity, interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate t ...
focuses on training computers to gain a high-level understanding of digital images or videos. Many computer vision techniques also incorporate forms of machine learning, and have been applied on various video games. This application of computer vision focuses on interpreting game events using visual data. In some cases, artificial intelligence agents have used model-free techniques to learn to play games without any direct connection to internal game logic, solely using video data as input.


''Pong''

Andrej Karpathy Andrej Karpathy (born 23 October 1986) is a Slovakian-Canadian computer scientist who served as the director of artificial intelligence and Autopilot Vision at Tesla. He specializes in deep learning and computer vision. Andrej Karpathy was bor ...
has demonstrated that relatively trivial neural network with just one hidden layer is capable of being trained to play ''
Pong ''Pong'' is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan A ...
'' based on screen data alone.


Atari games

In 2013, a team at
DeepMind DeepMind Technologies is a British artificial intelligence subsidiary of Alphabet Inc. and research laboratory founded in 2010. DeepMind was acquired by Google in 2014 and became a wholly owned subsidiary of Alphabet Inc, after Google's restru ...
demonstrated the use of
deep 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 an ...
to play a variety of Atari video games — ''
Beamrider ''Beamrider'' is a fixed shooter written for the Intellivision by David Rolfe and published by Activision in 1983. The game was ported to the Atari 2600 (with a slightly reduced feature set), Atari 5200, Atari 8-bit family, ColecoVision, Commodor ...
'', ''
Breakout Breakout or Break Out may refer to: Narratives * Breakout character * Breakthrough role, also known as a "breakout role" Television * Breakout (Singaporean TV series), ''Breakout'' (Singaporean TV series), a 2010–2011 Singaporean TV drama broa ...
'', ''
Enduro Enduro is a form of motorcycle sport run on extended cross-country, off-road courses. Enduro consists of many different obstacles and challenges. The main type of enduro event, and the format to which the World Enduro Championship is run, is a ...
'', ''
Pong ''Pong'' is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan A ...
'', ''
Q*bert ''Q*bert'' (also known as ''Qbert'') is an arcade video game developed and published for the North American market by Gottlieb in 1982. It is a Video game graphics, 2D action game with Puzzle video game, puzzle elements that uses Isometric video ...
'', ''
Seaquest ''SeaQuest DSV'' (stylized as ''seaQuest DSV'' and also promoted as simply ''seaQuest'') is an American science fiction television series created by Rockne S. O'Bannon. It originally aired on NBC between 1993 and 1996. In its final season, i ...
'', and ''
Space Invaders is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. ''Space Invaders'' was the first fixed shooter and ...
'' — from screen data. The team expanded their work to create a learning algorithm called MuZero that was able to "learn" the rules and develop winning strategies for over 50 different Atari games based on screen data.


''Doom''

''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'' (1993) is a first-person shooter (FPS) game. Student researchers from
Carnegie Mellon University Carnegie Mellon University (CMU) is a private research university in Pittsburgh, Pennsylvania. One of its predecessors was established in 1900 by Andrew Carnegie as the Carnegie Technical Schools; it became the Carnegie Institute of Technology ...
used computer vision techniques to create an agent that could play the game using only image pixel input from the game. The students used
convolutional neural network In deep learning, a convolutional neural network (CNN, or ConvNet) is a class of artificial neural network (ANN), most commonly applied to analyze visual imagery. CNNs are also known as Shift Invariant or Space Invariant Artificial Neural Netwo ...
(CNN) layers to interpret incoming image data and output valid information to a
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 ...
which was responsible for outputting game moves.


''Super Mario''

Other uses of vision-based deep learning techniques for playing games have included playing ''
Super Mario Bros. is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). The successor to the 1983 arcade game ''Mario Bros.'' and the first game in the ''Super Mario'' series, it was first released in 1985 for th ...
'' only using image input, using
deep 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 an ...
for training.


''Minecraft''

Researchers with
OpenAI OpenAI is an artificial intelligence (AI) research laboratory consisting of the for-profit corporation OpenAI LP and its parent company, the non-profit OpenAI Inc. The company conducts research in the field of AI with the stated goal of promo ...
created about 2000 hours of video plays of ''Minecraft'' coded with the necessary human inputs, and then trained a machine learning model to comprehend the video feedback from the input. The researchers then used that model with 70,000 hours of ''Minecraft'' playthroughs offered on YouTube to see how well the model could create the input to match that behavior and learn further from it, such as being able to learn the steps and process of creating a diamond pickaxe tool.


Machine learning for procedural content generation in games

Machine learning has seen research for use in content recommendation and generation.
Procedural content generation In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In ...
is the process of creating data algorithmically rather than manually. This type of content is used to add replayability to games without relying on constant additions by human developers. PCG has been used in various games for different types of content generation, examples of which include weapons in ''
Borderlands 2 ''Borderlands 2'' is a 2012 first-person shooter video game developed by Gearbox Software and published by 2K Games. Taking place five years following the events of '' Borderlands'' (2009), the game is again set on the planet of Pandora ...
'', all world layouts in
Minecraft ''Minecraft'' is a sandbox game developed by Mojang Studios. The game was created by Markus "Notch" Persson in the Java programming language. Following several early private testing versions, it was first made public in May 2009 before bein ...
and entire universes in ''
No Man's Sky ''No Man's Sky'' is an action-adventure survival game developed and published by Hello Games. It was released worldwide for the PlayStation 4 and Microsoft Windows in August 2016, for Xbox One in July 2018, for the PlayStation 5 and Xbox Ser ...
''. Common approaches to PCG include techniques that involve
grammars In linguistics, the grammar of a natural language is its set of structural constraints on speakers' or writers' composition of clauses, phrases, and words. The term can also refer to the study of such constraints, a field that includes domains ...
, search-based algorithms, and
logic programming Logic programming is a programming paradigm which is largely based on formal logic Logic is the study of correct reasoning. It includes both formal and informal logic. Formal logic is the science of deductively valid inferences or of log ...
. These approaches require humans to manually define the range of content possible, meaning that a human developer decides what features make up a valid piece of generated content. Machine learning is theoretically capable of learning these features when given examples to train off of, thus greatly reducing the complicated step of developers specifying the details of content design. Machine learning techniques used for content generation include
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) ca ...
(LSTM)
Recurrent Neural Networks 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 ...
(RNN),
Generative Adversarial networks A generative adversarial network (GAN) is a class of machine learning frameworks designed by Ian Goodfellow and his colleagues in June 2014. Two neural networks contest with each other in the form of a zero-sum game, where one agent's gain is a ...
(GAN), and
K-means clustering ''k''-means clustering is a method of vector quantization, originally from signal processing, that aims to partition ''n'' observations into ''k'' clusters in which each observation belongs to the cluster with the nearest mean (cluster centers o ...
. Not all of these techniques make use of ANNs, but the rapid development of deep learning has greatly increased the potential of techniques that do.


''Galactic Arms Race''

''
Galactic Arms Race ''Galactic Arms Race'' (GAR) is a space shooter video game first released in 2010 by American studio Evolutionary Games in association with the Evolutionary Complexity Research Group at UCF (EPlex). Gameplay GAR is a hybrid space shooter and A ...
'' is a space shooter video game that uses
neuroevolution Neuroevolution, or neuro-evolution, is a form of artificial intelligence that uses evolutionary algorithms to generate artificial neural networks (ANN), parameters, and rules. It is most commonly applied in artificial life, general game pla ...
powered PCG to generate unique weapons for the player. This game was a finalist in the 2010 Indie Game Challenge and its related research paper won the Best Paper Award at the 2009 IEEE Conference on Computational Intelligence and Games. The developers use a form of neuroevolution called cgNEAT to generate new content based on each player's personal preferences. Each generated item is represented by a special ANN known as a Compositional Pattern Producing Network (CPPNs). During the evolutionary phase of the game cgNEAT calculates the fitness of current items based on player usage and other gameplay metrics, this fitness score is then used decide which CPPNs will reproduce to create a new item. The ending result is the generation of new weapon effects based on the player's preference.


''Super Mario Bros.''

''
Super Mario Bros. is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). The successor to the 1983 arcade game ''Mario Bros.'' and the first game in the ''Super Mario'' series, it was first released in 1985 for th ...
'' has been used by several researchers to simulate PCG level creation. Various attempts having used different methods. A version in 2014 used n-grams to generate levels similar to the ones it trained on, which was later improved by making use of MCTS to guide generation. These generations were often not optimal when taking gameplay metrics such as player movement into account, a separate research project in 2017 tried to resolve this problem by generating levels based on player movement using Markov Chains. These projects were not subjected to human testing and may not meet human playability standards.


''The Legend of Zelda''

PCG level creation for ''
The Legend of Zelda ''The Legend of Zelda'' is an action-adventure game franchise created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo, although some portable installments and re-releas ...
'' has been attempted by researchers at the University of California, Santa Cruz. This attempt made use of a Bayesian Network to learn high level knowledge from existing levels, while Principal Component Analysis (PCA) was used to represent the different low level features of these levels. The researchers used PCA to compare generated levels to human made levels and found that they were considered very similar. This test did not include playability or human testing of the generated levels.


Music generation

Music is often seen in video games and can be a crucial element for influencing the mood of different situations and story points. Machine learning has seen use in the experimental field of music generation; it is uniquely suited to processing raw
unstructured data Unstructured data (or unstructured information) is information that either does not have a pre-defined data model or is not organized in a pre-defined manner. Unstructured information is typically text-heavy, but may contain data such as dates, n ...
and forming high level representations that could be applied to the diverse field of music. Most attempted methods have involved the use of ANN in some form. Methods include the use of basic
feedforward neural network A feedforward neural network (FNN) is an artificial neural network wherein connections between the nodes do ''not'' form a cycle. As such, it is different from its descendant: recurrent neural networks. The feedforward neural network was the ...
s,
autoencoder An autoencoder is a type of artificial neural network used to learn efficient codings of unlabeled data (unsupervised learning). The encoding is validated and refined by attempting to regenerate the input from the encoding. The autoencoder lear ...
s, restricted boltzmann machines,
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 ...
s,
convolutional neural network In deep learning, a convolutional neural network (CNN, or ConvNet) is a class of artificial neural network (ANN), most commonly applied to analyze visual imagery. CNNs are also known as Shift Invariant or Space Invariant Artificial Neural Netwo ...
s,
generative adversarial network A generative adversarial network (GAN) is a class of machine learning frameworks designed by Ian Goodfellow and his colleagues in June 2014. Two neural networks contest with each other in the form of a zero-sum game, where one agent's gain is ...
s (GANs), and compound architectures that use multiple methods.


VRAE video game melody symbolic music generation system

The 2014 research paper on "Variational Recurrent Auto-Encoders" attempted to generate music based on songs from 8 different video games. This project is one of the few conducted purely on video game music. The neural network in the project was able to generate data that was very similar to the data of the games it trained off of. The generated data did not translate into good quality music.


References


External links

{{Differentiable computing Machine learning Game artificial intelligence