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Dive into the research topics where Ahmed Khalifa is active.

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Featured researches published by Ahmed Khalifa.


genetic and evolutionary computation conference | 2016

General Video Game Level Generation

Ahmed Khalifa; Diego Perez-Liebana; Simon M. Lucas; Julian Togelius

This paper presents a framework and an initial study in general video game level generation, the problem of generating levels for not only a single game but for any game within a specified range. While existing level generators are tailored to a particular game, this new challenge requires generators to take into account the constraints and affordances of games that might not even have been designed when the generator was constructed. The framework presented here builds on the General Video Game AI framework (GVG-AI) and the Video Game Description Language (VGDL), in order to reap synergies from research activities connected to the General Video Game Playing Competition. The framework will also form the basis for a new track of this competition. In addition to the framework, the paper presents three general level generators and an empirical comparison of their qualities.


computational intelligence and games | 2017

General video game rule generation

Ahmed Khalifa; Michael Cerny Green; Diego Perez-Liebana; Julian Togelius

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search- based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search- based generator generates remarkably diverse rulesets, but with an uneven quality.


genetic and evolutionary computation conference | 2018

Talakat: bullet hell generation through constrained map-elites

Ahmed Khalifa; Scott Lee; Andy Nealen; Julian Togelius

We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible-infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.


foundations of digital games | 2018

AtDELFI: automatically designing legible, full instructions for games

Michael Cerny Green; Ahmed Khalifa; Gabriella A. B. Barros; Tiago Machado; Andy Nealen; Julian Togelius

This paper introduces a fully automatic method for generating video game tutorials. The AtDELFI system (Automatically DEsigning Legible, Full Instructions for games) was created to investigate procedural generation of instructions that teach players how to play video games. We present a representation of game rules and mechanics using a graph system as well as a tutorial generation method that uses said graph representation. We demonstrate the concept by testing it on games within the General Video Game Artificial Intelligence (GVG-AI) framework; the paper discusses tutorials generated for eight different games. Our findings suggest that a graph representation scheme works well for simple arcade style games such as Space Invaders and Pacman, but it appears that tutorials for more complex games might require higher-level understanding of the game than just single mechanics.


international conference on evolutionary multi criterion optimization | 2017

Multi-objective Adaptation of a Parameterized GVGAI Agent Towards Several Games

Ahmed Khalifa; Mike Preuss; Julian Togelius

This paper proposes a benchmark for multi-objective optimization based on video game playing. The challenge is to optimize an agent to perform well on several different games, where each objective score corresponds to the performance on a different game. The benchmark is inspired from the quest for general intelligence in the form of general game playing, and builds on the General Video Game AI GVGAI framework. As it is based on game-playing, this benchmark incorporates salient aspects of game-playing problems such as discontinuous feedback and a non-trivial amount of stochasticity. We argue that the proposed benchmark thus provides a different challenge from many other benchmarks for multi-objective optimization algorithms currently available. We also provide initial results on categorizing the space offered by this benchmark and applying a standard multi-objective optimization algorithm to it.


european conference on applications of evolutionary computation | 2017

Evolving game-specific UCB alternatives for general video game playing

Ivan Bravi; Ahmed Khalifa; Christoffer Holmgård; Julian Togelius

At the core of the most popular version of the Monte Carlo Tree Search (MCTS) algorithm is the UCB1 (Upper Confidence Bound) equation. This equation decides which node to explore next, and therefore shapes the behavior of the search process. If the UCB1 equation is replaced with another equation, the behavior of the MCTS algorithm changes, which might increase its performance on certain problems (and decrease it on others). In this paper, we use genetic programming to evolve replacements to the UCB1 equation targeted at playing individual games in the General Video Game AI (GVGAI) Framework. Each equation is evolved to maximize playing strength in a single game, but is then also tested on all other games in our test set. For every game included in the experiments, we found a UCB replacement that performs significantly better than standard UCB1. Additionally, evolved UCB replacements also tend to improve performance in some GVGAI games for which they are not evolved, showing that improvements generalize across games to clusters of games with similar game mechanics or algorithmic performance. Such an evolved portfolio of UCB variations could be useful for a hyper-heuristic game-playing agent, allowing it to select the most appropriate heuristics for particular games or problems in general.


foundations of digital games | 2018

Generating levels that teach mechanics

Michael Cerny Green; Ahmed Khalifa; Gabriella A. B. Barros; Andy Nealen; Julian Togelius

The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that introduces the player to a game mechanic. It evolves small levels for the Mario AI Framework that can only be beaten by an agent that knows how to perform specific actions in the game. It uses variations of a perfect A* agent that are limited in various ways, such as not being able to jump high or see enemies, to test how failing to do certain actions can stop the player from beating the level.


foundations of digital games | 2018

A hybrid search agent in pommerman

Hongwei Zhou; Yichen Gong; Luvneesh Mugrai; Ahmed Khalifa; Andy Nealen; Julian Togelius

In this paper, we explore the possibility of search-based agents in games with resource-intensive forward models. We implemented a player agent in the Pommerman framework and put it against the baseline agent to measure its performance. We implemented a heuristic agent and improved it by enabling depth-limited tree search in specific gameplay moments. We also compared different node selection methods during depth-limited tree search. Our result shows that depth-limited tree search is still viable when presented with inefficient forward models and exploitation-driven selection method is the most efficient in this specific domain.


artificial intelligence and interactive digital entertainment conference | 2016

Matching Games and Algorithms for General Video Game Playing.

Philip Bontrager; Ahmed Khalifa; Andre Mendes; Julian Togelius


international joint conference on artificial intelligence | 2016

Modifying MCTS for human-like general video game playing

Ahmed Khalifa; Aaron Isaksen; Julian Togelius; Andy Nealen

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Niels Justesen

IT University of Copenhagen

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Sebastian Risi

IT University of Copenhagen

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