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研究生: 董奎谷
Kuei-Gu Tung
論文名稱: 基於倒推法與機器學習之人性化撞球 AI 研發
A Study on Human-like Billiard AI Bot Based on Backward Induction and Machine Learning
指導教授: 戴文凱
Wen-Kai Tai
口試委員: 張國清
陳怡伶
學位類別: 碩士
Master
系所名稱: 電資學院 - 資訊工程系
Department of Computer Science and Information Engineering
論文出版年: 2019
畢業學年度: 107
語文別: 英文
論文頁數: 65
中文關鍵詞: 撞球8號球AI人工智慧倒推法機器學習模仿學習
外文關鍵詞: Billiards, 8-ball AI, Artificial Intelligence, Backward Induction, Machine Learning, Imitation Learning
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  • 近年來應用於遊戲領域的 AI 之相關研究方向大多為提升 AI 強度,使其能與人類抗衡,甚至超越職業選手的水準,例如知名的圍棋 AI:AlphaGo。但普遍地談及玩家的遊戲體驗,AI 的考量因素還必須納入一項重要指標:行為的似人程度,讓玩家在對戰的過程中能接受對手合理的思維,而不會被異於常人的 AI 能力水平影響對遊戲的觀感。

    本研究以撞球 AI 為題材,描述普通 AI 與人類決策的差異,並分析玩家實機遊玩資料,撈取打擊的特徵向量,利用 Backward Induction 演算法與機器學習來模仿逼近人類撞球玩家之決策過程,給予 AI 擬定策略與打擊的建議,避免過度倚賴強大精確的物理模擬計算。

    本研究將人性化策略套用至 AI,模仿人類思維,較原始版本更為接近實機玩家所選擇之球路與桿法,並定義出適當評估似人性之量測方法,來衡量方法的有效性,在 AI 強度與似人性之間取得平衡,進而提供更好的遊戲體驗。在實驗結果中,我們提出的方法相較於原本的 AI 整體上更接近人類玩家的打法,證明方法能有效提升 AI 的似人程度。


    In recent years, most of researches in the field of game Artificial Intelligence (AI) have focused on improving the strength of AI. Those researched AIs have the ability to compete with human players, even surpass professional players. For example, the well-known Go AI: AlphaGo. However, an important factor has to be considered for AI when generally speaking of gameplay experience: the human likeness of its behavior. It makes players feel acceptable to reasonable thoughts of opponents, instead of leaving bad gaming impression for players due to AI’s overpowered ability.

    This paper studies AI in billiard games, describing the difference between the decisions of general AIs and human players. We analyzed actual game records of human players and retrieved feature vectors from the data. We leveraged the Backward Induction algorithm and machine learning to imitate the process of making decisions from human players. Providing our AI suggestion of strategies, it could avoid being over-dependent on the robust and precise physics simulation.

    This study applies human-like strategies to AI which could mimic human thoughts. It is more similar to actual human players in a sense of the way they played while being compared to the original AI. Also, we defined an appropriate approach to gauge the human likeness of AI, evaluating our proposed methods. Perhaps our proposed methods could keep the balance between the ability and human likeness of AI to further provide better gameplay experience. The experimental results show that our method overall is more similar to the way how human players play than the original AI, proving that it could effectively improve the human likeness of AI.

    論文摘要 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . II Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . III Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IV Table of Figures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . VI List of Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . VIII Table of Algorithms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IX 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2 Related Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 2.1 Billiards AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 2.2 Imitation Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2.3 Other Game AIs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2.4 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3 Proposed Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 3.1 Settings and Framework . . . . . . . . . . . . . . . . . . . . . . . . . . 14 3.2 Rule-based Backward Induction . . . . . . . . . . . . . . . . . . . . . . 16 3.2.1 The Pipeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 3.2.2 Track Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . 22 3.3 Hybrid Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 3.3.1 Neural Network Model Construction . . . . . . . . . . . . . . . . 25 3.3.2 Feature Selection . . . . . . . . . . . . . . . . . . . . . . . . . . 26 3.3.3 Data Filtering . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 3.3.4 The Pipeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 3.4 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 4 Experimental Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 4.1 Experimental Environment . . . . . . . . . . . . . . . . . . . . . . . . . 33 4.2 Training Results of Neural Network Models . . . . . . . . . . . . . . . . 34 4.3 Comparison with the Data . . . . . . . . . . . . . . . . . . . . . . . . . 36 4.4 User Study . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 4.4.1 The Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 4.4.2 Overall Result . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 4.4.3 Particular Aspects . . . . . . . . . . . . . . . . . . . . . . . . . 41 4.4.4 Complexity of Tables . . . . . . . . . . . . . . . . . . . . . . . . 43 4.5 Computation Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 4.6 Pros and Cons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 4.7 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 5 Conclusions and Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 5.1 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

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