An Architecture Based on M5P Algorithm for Multiagent Systems

  • Alex Machado UFF
  • David Carvalho UFF
  • Esteban Clua UFF
  • Cristiano G. Duarte IF Sudeste MG
  • Marcos V. Montanari IF Sudeste MG
  • Willian M. P. Reis IF Sudeste MG

Resumo


Character-based interactive storytelling, life simulation and game difficulty dynamic balancing are examples of topics that need to deal with autonomous agent evolution. Although the commercial appeal of such kind of feature, the research of new behaviors emergence in virtual societies is restricted to intelligent agents that do not learn. This work proposes a novel architecture of a multiagent system based on the M5P algorithm for generation of emergent behaviors in complex virtual worlds. Based on our obtained results, we describe the advantages of the reinforced learning based on numerical classifiers when compared with traditional interaction adaptations.

Referências

Andrade, G., Ramalho, G., Santana, H. and Corruble, V., (2005) “Automatic computer game balancing: A reinforcement learning approach” in Proceedings of the International Conference on Autonomous Agents, pp.1229-1230.

Bakkes, S., Spronck P., and van den Herik, J. (2009) “Rapid and Reliable Adaptation of Video Game AI.” in IEEE Transactions on Computational Intelligence and AI in Games. Vol.1, No, 2.

Bhattacharya, B. and Solomatine, D. P. (2005) “Neural networks and M5 model trees in modelling water level-discharge relationship” in Neurocomputing, Vol. 63, pp. 381-396.

Booker, L.B., Goldberg, D.E. and Holland, J.H. (1989) “Classifier Systems and Genetic Algorithms”, Artificial Intelligence, vol. 40, pp. 235-282.

Cavazza, M., Charles, F. and Mead, S. J., (2002) “Emergent situations in interactive storytelling” in SAC '02 Proceedings of the ACM symposium on Applied computing, pp. 1080-1085.

Crocomo, M. K. and Simões, E. V. (2008) “Um Algoritmo Evolutivo para Aprendizado On-line em Jogos Eletrônicos” In: SBGames.

Etemad-Shahidi, A. and Mahjoobi, J., (2009) “Comparison between M5′ model tree and neural networks for prediction of significant wave height in Lake Superior ” in Ocean Engineering Volume 36, Issues 15-16, pp 1175-1181.

Goertzel, B., Pennachin, C., Geisweiller, N., Looks, M., Senna, A., Silva, W., Heljakka, A. and Lopes, C., (2008) “An integrative methodology for teaching embodied nonlinguistic agents, applied to virtual animals in second life”. In: Proceedings of the First Artificial General Intelligence Conference.

Goldberg, D. E., (1989) “Genetic Algorithms in Search, Optimization and Machine Learning ”, in Addison-Wesley Longman Publishing Co..

Hong, J. and Cho S., (2005) “Evolving Reactive NPCs for the Real-Time Simulation Game” In: IEEE 2005 Symposium on Computational Intelligence and Games. L.Lab, Secondlife. [link], (2011).

Machado, A. F. V., Clua, E. W. and Zadrozny B. (2010) “A Method for Generating Emergent Behaviors using Machine Learning to Strategy Games”. In: SBGames.

Malone, T. W. and Crowston, K., (2004) “The interdisciplinary study of coordination” in ACM Computing Surveys (CSUR), Volume 26 Issue 1, pp. 87-119.

Manslow, J., (2002) “Learning and Adaptation” in AI GAME PROGRAMMING WISDOM, pp. 557-566.

Pallay, C., Rehm M. and Kurdyukova E., (2009) “Getting acquainted in Second Life: human agent interactions in virtual environments.” In: Proceeding ACE '09 Proceedings of the International Conference on Advances in Computer Enterntainment Technology .

Quinlan, J. R., (1992) “Learning with Continuous Classes” in AI' 92, pp. 343-348.

Riedl, M., Saretto, C. J., Michael Young, R. (2003) “Managing Interaction Between Users and Agents in a Multi-agent Storytelling Environment.” In: AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems.

Rollings, A., Ernest, A., (2006) “Fundamentals of Game Design”, New Challenges for Character-Based AI for Games. Chapter 20: Artificial Life and Puzzle Games. Prentice Hall, pp. 573-590.

Spronck, P., Kuyper, S. I. and Postma, E., (2004) “Difficulty scaling of game AI” in Proceedings of the 5th International Conference on Intelligent Games and Simulation, pp. 33-37.

Witze, A., Zvesper, J. A. and Kennerly, E., (2008) “Explicit Knowledge Programming for Computer Games” in AIIDE.
Publicado
19/07/2011
MACHADO, Alex; CARVALHO, David; CLUA, Esteban; DUARTE, Cristiano G.; MONTANARI, Marcos V.; REIS, Willian M. P.. An Architecture Based on M5P Algorithm for Multiagent Systems. In: ENCONTRO NACIONAL DE INTELIGÊNCIA ARTIFICIAL E COMPUTACIONAL (ENIAC), 8. , 2011, Natal/RN. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2011 . p. 512-523. ISSN 2763-9061.