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lotu

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About lotu

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    LESSON 3

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    United States
  1. lotu

    CC AI

    Wow, I haven't posted in a year about this, but I wanted to get back to this project. After I finished the AI in April 2012 I got a new job and moved to New York, so I've been busy focusing on other things but right now I'd like to share if people are still interested. The AI for Chips Challenge works it solves several real levels from the original game. I made a presentation which has some videos our AI working here http://prezi.com/rbs_w0ai_cze/chips-challenge-planner/?kw=view-rbs_w0ai_cze&rc=ref-12893181 This included several videos of our AI solving real levels, (the only video that is not our AI is the one with the teeth in it) A summery what it does. The AI is a patch to Tile World, that generates the state of the world at every tick and calls a separate program called Fast Downward which generates a plan. (This means running the AI is a bit of pain, and hard if you aren't using linux, but I could try to put something together if their is intrest.) The AI then follows this plan until it finds a flaw in it (such as discoviering new information), at which point it stops and tries again. This means the AI dosen't work in real time, it effectively pauses the game while it does it's thinking. It ignores the monsters in the game, we never got a good version working that handled them well. Other than monsters I think the AI handles all game elements except for bear traps and teleports. Though the force floors can be slightly buggy in some cases. I'm going to follow this thread now so feel free to ask any questions and I'll try to answer them.
  2. lotu

    CC AI

    Yes, in the case you describe the state would be different. Though a better example would be chip above you, as in one case you have collected a chip and in the other you did not. As for remembering the presence of a bomb, I was actually talking about AI's in general so that is depend on the implementation. But our AI is designed to see the 9x9 grid that a human sees, and not remember anything between play throughs, though it is very easy to extend the vision of the AI to the whole board at which point the AI dosen't need to remember anything.
  3. lotu

    CC AI

    Alright, I though I would let you guys see the latest iteration, this version runs though three sections keys, toggle walls, and ice. The AI (which can see the whole board) comes up with a plan at the start and then executes it. Also, thanks for the support, it's nice to know that people are interested.
  4. lotu

    CC AI

    Well Lesson 1 has a time limit of 100 seconds and you can make normally make 5 moves per second so conceivably you could make 500 moves before time runs out. There are 4 moves (up, down, left, right) so that gives us 4^500 which is around 10^301. For comparison the are only 10^80 atoms in the observable universe. Trying every every possible set of moves is not a solution except when talking about in the theoretical sense. Now CC has a lot of repeated states, for example if you move left then up, or up, then left you are in the same sate after those two moves. So don't need to treat those as two separate situations. In other words you only have to look at different broad positions or states. The first level has 26 items that can either be on or off the board, (keys, doors, and chips) and chip has 25 valid location not including the exit. So their are (2^26)*25 around 17 billion states, (though not all are reachable), this is much less than 10^301. You could probably explore the whole state space in several seconds, with a regular desktop. There are more advanced techniques that start to mimic how a human might solve a problem I'm using in my AI, that can reduce this state space even further.
  5. lotu

    CC AI

    Very true, however the moving blocks in BitBuster are in the same category and a monster in that they move even when the player is not directly interacting with them. This makes the problem "non-classical" and we will be looking that that latter.
  6. lotu

    CC AI

    It dosen't handle keys yet, that's being worked on. I've got it handling toggle walls and going straight on ice right now but I don't have a good video of that yet. BitBuster, the AI technically can't wait right now. As their aren't any monsters in the levels yet their is never a reason the AI would want to wait right now.
  7. lotu

    CC AI

    Tensorpudding is right, the AI isn't going to be able to understand the concept of the author of this level, tends to this so I should look for this type of solution. It doesn't even understand the concept that levels have authors. Though in principle you might be able to you neural networks bias how you explore the level, and then train that off existing levels. But I doubt it would work in practice. I suspect if you would have to be able to carry on a deep meaningful conversation about politics before you'd see an AI being able to make that kind of deductions. However, I have progress you can see the the AI running on this level here. As you can see the AI doesn't get the know where the walls are when it starts. http://www.youtube.c...bed/_yc0EpqKdi8
  8. Okay, I fixed the problem, it appears anytime there is only one level set available tile world crashes. I have a patch to fix that here. http://pastebin.com/FaHTd83a
  9. I've been messing with Tile World to make an AI for Chip's Challenge as I've mentioned in another thread. I've noticed that, Tile World 2 Segfaults when I provide a *.dac file as a command line argument. This on 64bit linux. Tile World 1 does not do this. Before I go and try and track this down I would like to know if this is a know issue and if possibly someone has a patch for it, or at least knows what the problem is.
  10. lotu

    CC AI

    We got off topic, I am taking about an AI to control Chip and solve puzzles as a player would. You are correct that it is a rather hard problem. We are going to try and put the same restrictions on the AI that a human would have, (i.e. only see a 9x9 window), as this is less about making a solver and more about learning about AI.
  11. lotu

    CC AI

    Making the teeth find a path to get you wouldn't be that hard, a simple a-star search would do it. Changing the behavior of the teeth, even with an option in tile world could cause confusion in the long run because what setting a level is ment to be played with would not be part of the level file. Also, it would be nice to have such a monster be visually distinct. Unfortunately we'd need a new level format to do that. Also, it is cool to know people are interested I'll post more as I make some progress.
  12. lotu

    CC AI

    EDIT: Go to page two to see a summary of my work on the AI or click on this link to see a Prezi Presentation that has the AI running. http://prezi.com/rbs_w0ai_cze/chips-challenge-planner/?kw=view-rbs_w0ai_cze&rc=ref-12893181 All the videos except the one with the teeth are done by our AI. I was wondering if anyone has ever made an AI for Chip's Challenge. I am looking at making one as part of an AI class and I thought it would be a good idea to mention it here. Also, would people be interested in seeing the progress of the AI as it develops?
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