[LINK] Artificially Intelligent Game Bots Pass the Turing Test On Turing's Centenary
tomk
tomk at unwired.com.au
Sat Sep 29 10:49:52 AEST 2012
Quote/ [From: http://www.sciencedaily.com/releases/2012/09/120926133235.htm]
ScienceDaily (Sep. 26, 2012) — An artificially intelligent virtual gamer
created by computer scientists at The University of Texas at Austin has
won the BotPrize by convincing a panel of judges that it was more
human-like than half the humans it competed against.
The competition was sponsored by 2K Games and was set inside the virtual
world of "Unreal Tournament 2004," a first-person shooter video game.
The winners were announced this month at the IEEE Conference on
Computational Intelligence and Games.
"The idea is to evaluate how we can make game bots, which are nonplayer
characters (NPCs) controlled by AI algorithms, appear as human as
possible," said Risto Miikkulainen, professor of computer science in the
College of Natural Sciences. Miikkulainen created the bot, called the
UT^2 game bot, with doctoral students Jacob Schrum and Igor Karpov.
The bots face off in a tournament against one another and about an equal
number of humans, with each player trying to score points by eliminating
its opponents. Each player also has a "judging gun" in addition to its
usual complement of weapons. That gun is used to tag opponents as human
or bot.
The bot that is scored as most human-like by the human judges is named
the winner. UT^2, which won a warm-up competition last month, shared the
honors with MirrorBot, which was programmed by Romanian computer
scientist Mihai Polceanu.
The winning bots both achieved a humanness rating of 52 percent. Human
players received an average humanness rating of only 40 percent. The two
winning teams will split the $7,000 first prize.
The victory comes 100 years after the birth of mathematician and
computer scientist Alan Turing, whose "Turing test" stands as one of the
foundational definitions of what constitutes true machine intelligence.
Turing argued that we will never be able to see inside a machine's
hypothetical consciousness, so the best measure of machine sentience is
whether it can fool us into believing it is human.
"When this 'Turing test for game bots' competition was started, the goal
was 50 percent humanness," said Miikkulainen. "It took us five years to
get there, but that level was finally reached last week, and it's not a
fluke."
The complex gameplay and 3-D environments of "Unreal Tournament 2004"
require that bots mimic humans in a number of ways, including moving
around in 3-D space, engaging in chaotic combat against multiple
opponents and reasoning about the best strategy at any given point in
the game. Even displays of distinctively human irrational behavior can,
in some cases, be emulated.
"People tend to tenaciously pursue specific opponents without regard for
optimality," said Schrum. "When humans have a grudge, they'll chase
after an enemy even when it's not in their interests. We can mimic that
behavior."
In order to most convincingly mimic as much of the range of human
behavior as possible, the team takes a two-pronged approach. Some
behavior is modeled directly on previously observed human behavior,
while the central battle behaviors are developed through a process
called neuroevolution, which runs artificially intelligent neural
networks through a survival-of-the-fittest gauntlet that is modeled on
the biological process of evolution.
Networks that thrive in a given environment are kept, and the less fit
are thrown away. The holes in the population are filled by copies of the
fit ones and by their "offspring," which are created by randomly
modifying (mutating) the survivors. The simulation is run for as many
generations as are necessary for networks to emerge that have evolved
the desired behavior.
"In the case of the BotPrize," said Schrum, "a great deal of the
challenge is in defining what 'human-like' is, and then setting
constraints upon the neural networks so that they evolve toward that
behavior.
"If we just set the goal as eliminating one's enemies, a bot will evolve
toward having perfect aim, which is not very human-like. So we impose
constraints on the bot's aim, such that rapid movements and long
distances decrease accuracy. By evolving for good performance under such
behavioral constraints, the bot's skill is optimized within human
limitations, resulting in behavior that is good but still human-like."
Miikkulainen said that methods developed for the BotPrize competition
should eventually be useful not just in developing games that are more
entertaining, but also in creating virtual training environments that
are more realistic, and even in building robots that interact with
humans in more pleasant and effective ways./Quote
TomK
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