
Andy Nealen
· Associate Professor of Cinematic Arts and Computer Science in the Interactive Media & Games Division at the USC School of Cinematic Arts and the Department of Computer Science at USC ViterbiUniversity of Southern California · Design Program
Active 2006–2022
Research topics
- Artificial Intelligence
- Computer Science
- Political Science
- Sociology
- Engineering
- Epistemology
- Biology
- Mathematical economics
- Psychology
- Ecology
- Mathematics
Selected publications
Generating and Adapting to Diverse Ad Hoc Partners in <i>Hanabi</i>
IEEE Transactions on Games · 2022-04-25 · 4 citations
article<italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Hanabi</i> is a cooperative game that brings the problem of modeling other players to the forefront. In this game, coordinated groups of players can leverage preestablished conventions to great effect. In this article, we focus on <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">ad hoc</i> settings with no previous coordination between partners. We introduce a “Bayesian Meta-Agent” that maintains a belief distribution over hypotheses of partner policies. The policies that serve as initial hypotheses are generated using MAP-Elites, to ensure behavioral diversity. We evaluate an “Adaptive” version of the agent, which selects a response policy based on the updated belief distribution and a “Generalist” version, which selects a response based on the uniform prior. In short episodes of ten games with a consistent partner, the “Adaptive” version outperforms the “Generalist” when the training and evaluation populations are the same. This presents a first step toward an agent that can model its partner and adapt within a time frame that is compatible with human interaction.
Interactive Design Exploration of Game StagesUsing Adjustable Synthetic Testers
2020-09-15 · 2 citations
articleGame designers take into account the wide range of play-styles and skill levels of players to create enjoyable experiences. One important step in the game design process involves playtests with professional testers; this process is time-consuming and expensive. Hence, there exist several methods to create synthetic testers to test a game automatically. However, one shortcoming is the lack of realistic-playing with different play-styles and skill levels. In this paper, we propose a game level authoring tool that incorporates synthetic testers, which enable the control of play-styles and skill levels. Furthermore, we utilize visualization techniques to help assess the difficulty level of each part of the stage. Our user studies confirmed that our tool was effective for designing game stages appropriate for a particular type of player.
Generating and Adapting to Diverse Ad-Hoc Cooperation Agents in Hanabi
arXiv (Cornell University) · 2020 · 9 citations
- Computer Science
- Computer Science
- Artificial Intelligence
Hanabi is a cooperative game that brings the problem of modeling other players to the forefront. In this game, coordinated groups of players can leverage pre-established conventions to great effect, but playing in an ad-hoc setting requires agents to adapt to its partner's strategies with no previous coordination. Evaluating an agent in this setting requires a diverse population of potential partners, but so far, the behavioral diversity of agents has not been considered in a systematic way. This paper proposes Quality Diversity algorithms as a promising class of algorithms to generate diverse populations for this purpose, and generates a population of diverse Hanabi agents using MAP-Elites. We also postulate that agents can benefit from a diverse population during training and implement a simple "meta-strategy" for adapting to an agent's perceived behavioral niche. We show this meta-strategy can work better than generalist strategies even outside the population it was trained with if its partner's behavioral niche can be correctly inferred, but in practice a partner's behavior depends and interferes with the meta-agent's own behavior, suggesting an avenue for future research in characterizing another agent's behavior during gameplay.
Evaluating the Rainbow DQN Agent in Hanabi with Unseen Partners
arXiv (Cornell University) · 2020-04-28 · 3 citations
preprintOpen accessHanabi is a cooperative game that challenges exist-ing AI techniques due to its focus on modeling the mental states ofother players to interpret and predict their behavior. While thereare agents that can achieve near-perfect scores in the game byagreeing on some shared strategy, comparatively little progresshas been made in ad-hoc cooperation settings, where partnersand strategies are not known in advance. In this paper, we showthat agents trained through self-play using the popular RainbowDQN architecture fail to cooperate well with simple rule-basedagents that were not seen during training and, conversely, whenthese agents are trained to play with any individual rule-basedagent, or even a mix of these agents, they fail to achieve goodself-play scores.
Behavioral Evaluation of Hanabi Rainbow DQN Agents and Rule-Based Agents
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · 2020-10-01 · 3 citations
articleOpen accessHanabi is a multiplayer cooperative card game, where only your partners know your cards. All players succeed or fail together. This makes the game an excellent testbed for studying collaboration. Recently, it has been shown that deep neural networks can be trained through self-play to play the game very well. However, such agents generally do not play well with others. In this paper, we investigate the consequences of training Rainbow DQN agents with human-inspired rule-based agents. We analyze with which agents Rainbow agents learn to play well, and how well playing skill transfers to agents they were not trained with. We also analyze patterns of communication between agents to elucidate how collaboration happens. A key finding is that while most agents only learn to play well with partners seen during training, one particular agent leads the Rainbow algorithm towards a much more general policy. The metrics and hypotheses advanced in this paper can be used for further study of collaborative agents.
2019-08-26 · 36 citations
articleSenior authorFrom the beginning of the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target been finally met for traditional tabletop games such as Backgammon, Chess and Go. This prompted a shift in research focus towards electronic games, which provide unique new challenges. As is often the case with AI research, these results are liable to be exaggerated or mis-represented by either authors or third parties. The extent to which these game benchmarks constitute "fair" competition between human and AI is also a matter of debate. In this paper, we review statements made by reseachers and third parties in the general media and academic publications about these game benchmark results. We analyze what a fair competition would look like and suggest a taxonomy of dimensions to frame the debate of fairness in game contests between humans and machines. Eventually, we argue that there is no completely fair way to compare human and AI performance on a game.
Leveling the Playing Field -- Fairness in AI Versus Human Game Benchmarks
arXiv (Cornell University) · 2019-03-17 · 20 citations
preprintOpen accessSenior authorFrom the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has this target been finally met for traditional tabletop games such as Backgammon, Chess and Go. Current research focus has shifted to electronic games, which provide unique challenges. As is often the case with AI research, these results are liable to be exaggerated or misrepresented by either authors or third parties. The extent to which these games benchmark consist of fair competition between human and AI is also a matter of debate. In this work, we review the statements made by authors and third parties in the general media and academic circle about these game benchmark results and discuss factors that can impact the perception of fairness in the contest between humans and machines
Pitako - Recommending Game Design Elements in Cicero
2019 IEEE Conference on Games (CoG) · 2019-08-01 · 3 citations
preprintOpen accessRecommender Systems are widely and successfully applied in e-commerce. Could they be used for designƒ In this paper, we introduce Pitako <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">1</sup> , a tool that applies the Recommender System concept to assist humans in creative tasks. More specifically, Pitako provides suggestions by taking games designed by humans as inputs, and recommends mechanics and dynamics as outputs. Pitako is implemented as a new system within the mixed-initiative AI-based Game Design Assistant, Cicero. This paper discusses the motivation behind the implementation of Pitako as well as its technical details and presents usage examples. We believe that Pitako can influence the use of recommender systems to help humans in their daily tasks.
2019-01-01 · 2 citations
articleDiverse Agents for Ad-Hoc Cooperation in Hanabi
2019 IEEE Conference on Games (CoG) · 2019-08-01 · 6 citations
preprintOpen accessIn complex scenarios where a model of other actors is necessary to predict and interpret their actions, it is often desirable that the model works well with a wide variety of previously unknown actors. Hanabi is a card game that brings the problem of modeling other players to the forefront, but there is no agreement on how to best generate a pool of agents to use as partners in ad-hoc cooperation evaluation. This paper proposes Quality Diversity algorithms as a promising class of algorithms to generate populations for this purpose and shows an initial implementation of an agent generator based on this idea. We also discuss what metrics can be used to compare such generators, and how the proposed generator could be leveraged to help build adaptive agents for the game.
Frequent coauthors
- 50 shared
Julian Togelius
- 20 shared
Rodrigo Canaan
- 16 shared
Stefan Menzel
Honda (Germany)
- 14 shared
Aaron Isaksen
New York University
- 8 shared
Tiago Machado
Universidad del Noreste
- 7 shared
Fernando de Mesentier Silva
- 6 shared
Ahmed Khalifa
- 5 shared
Scott Lee
Princeton University
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