Marlos C. Machado
Universidade Federal de Minas Gerais
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Featured researches published by Marlos C. Machado.
computer games | 2011
Marlos C. Machado; Eduardo P. C. Fantini; Luiz Chaimowicz
Artificial Intelligence (AI) is gradually receiving more attention as a fundamental feature to increase the immersion in digital games. Among the several AI approaches, Player Modeling is becoming an important one. The main idea is to try to understand and model the player characteristics and behaviors in order to develop a better AI. This paper presents a survey of the field, discussing the main concepts and proposing a taxonomy to better organize them. We also present several game platforms that can be used by player modeling and AI researchers. We believe that compiling this information can be important to the field, specially to new researchers.
Journal of Artificial Intelligence Research | 2018
Marlos C. Machado; Marc G. Bellemare; Erik Talvitie; Joel Veness; Matthew J. Hausknecht; Michael H. Bowling
The Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community, leading to some high-profile success stories such as the much publicized Deep Q-Networks (DQN). In this article we take a big picture look at how the ALE is being used by the research community. We show how diverse the evaluation methodologies in the ALE have become with time, and highlight some key concerns when evaluating agents in the ALE. We use this discussion to present some methodological best practices and provide new benchmark results using these best practices. To further the progress in the field, we introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. We conclude this big picture look by revisiting challenges posed when the ALE was introduced, summarizing the state-of-the-art in various problems and highlighting problems that remain open.
SBGAMES '11 Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment | 2011
Marlos C. Machado; Luiz Chaimowicz
Sudoku is a very popular puzzle game that is played by millions of people everyday. In spite of that, it is a NP-Hard problem that can be very difficult to solve depending on the initial conditions of the board. In this paper, we propose the combination of metaheuristics with techniques from the Constraint Satisfaction Problem (CSP) domain that speed up the solutions search process by decreasing its search space and its processing time. Experiments performed with boards of size 3, 4 and 5 show that this approach allows the resolution of a greater number of instances when compared to an initial baseline.
SBGAMES '11 Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment | 2011
Marlos C. Machado; Bruno S. L. Rocha; Luiz Chaimowicz
Player Modeling is becoming an important feature in Digital Games. It basically consists in understanding and modeling the player characteristics and behaviors during the game and has been mainly used to improve the games artificial intelligence, making games more adaptable to different players. In this paper, we try to characterize the preference of the players using a novel approach in games: we use mathematical regressions to characterize players behavior, looking for functions that best fit these behaviors. Using AI controlled players in Civilization IV as a testbed, this characterization is performed by extracting game data (score and resources, for example) at the end of each turn and generating functions that characterize the data evolution during the game. We were able to obtain models that distinguish the agents preferences showing the effectiveness of this approach.
artificial general intelligence | 2016
Craig Sherstan; Adam White; Marlos C. Machado; Patrick M. Pilarski
Agents of general intelligence deployed in real-world scenarios must adapt to ever-changing environmental conditions. While such adaptive agents may leverage engineered knowledge, they will require the capacity to construct and evaluate knowledge themselves from their own experience in a bottom-up, constructivist fashion. This position paper builds on the idea of encoding knowledge as temporally extended predictions through the use of general value functions. Prior work has focused on learning predictions about externally derived signals about a task or environment (e.g. battery level, joint position). Here we advocate that the agent should also predict internally generated signals regarding its own learning process - for example, an agents confidence in its learned predictions. Finally, we suggest how such information would be beneficial in creating an introspective agent that is able to learn to make good decisions in a complex, changing world.
conference on computability in europe | 2014
Renato Luiz de Freitas Cunha; Marlos C. Machado; Luiz Chaimowicz
Real Time Strategy (RTS) games can be very challenging, especially to novice users, who are normally overwhelmed by the dynamic, distributed, and multi-objective structure of these games. In this paper we present RTSMate, an advice system designed to help the player of an RTS game. Using inference mechanisms to reason about the game state and a decision tree to encode its knowledge, RTSMate helps the player by giving him/her tactical and strategical tips about the best actions to be taken according to the current game state, aiming at improving players performance. This paper describes the main ideas behind the system, its implementation, and the experiments performed using the system in a real game environment. Results show that RTSMate fulfills its objective: most players considered the system useful and were able to improve their performance by using it.
computational intelligence and games | 2012
Marlos C. Machado; Gisele L. Pappa; Luiz Chaimowicz
Player Modeling tries to model players behaviors and characteristics during a game. When these are related to more abstract preferences, the process is normally called Preference Modeling. In this paper we infer Civilization IVs virtual agents preferences with classifiers based on support vector machines. Our vectors contain score indicators from agents gameplay, allowing us to predict preferences based on the indirect observations of actions. We model this task as a binary classification problem, allowing us to make more precise inference. In this sense, we leveraged previous approaches that also used kernel machines but relied on different preference levels. Using binary classification and parameter optimization, our method is able to predict some agents preferences with an accuracy of 100%. Moreover, it is also capable of generalizing to different agents, being able to predict preferences of agents that were not used in the training process.
adaptive agents and multi-agents systems | 2016
Yitao Liang; Marlos C. Machado; Erik Talvitie; Michael H. Bowling
Journal of Machine Learning Research | 2016
Harm van Seijen; A. Rupam Mahmood; Patrick M. Pilarski; Marlos C. Machado; Richard S. Sutton
international conference on machine learning | 2017
Marlos C. Machado; Marc G. Bellemare; Michael H. Bowling