Competitions
Competitions Chair: Simon M. Lucas
IEEE CEC 2009 offers the following
competitions with the aim of better understanding the state of the art in each
of these areas. Each competition has its own deadline and rules, so please read
on for more details.
Authors of leading entries of the game-related competitions are encouraged
to write up their work to submit to IEEE Transactions on Computational
Intelligence and AI in Games. This journal publishes high quality research
in all aspects of games related to CI and AI.
Performance Assessment of Constrained / Bound Constrained Multi-Objective Optimization Algorithms
Optimization for multiple conflicting objectives results in more than
one optimal solution known as Pareto-optimal solutions. Although one
of these solutions is to be chosen eventually, the recent trend in
evolutionary multi-objective optimization studies have focused on
approximating the Pareto front by a set of solutions.
Such a set of solutions can collectively provide a good insight to the
different trade-off regions on the resulting efficient frontier,
thereby aiding a better and more confident decision making.
Evolutionary multi-objective optimization (EMO) methodologies have been
suggested since the eighties for this task. Since then a number of
performance assessment methods has also been suggested. After more than
20 years of research and development of efficient EMO algorithms, we
realize that it is time to evaluate the existing EMO methodologies on
carefully chosen test problems which are scalable with respect to the
objectives, the decision variables and constraints with complex Pareto
shape in the decision space. The comparisons will be made for a limited
number of overall evaluations, so that the existing or new algorithms
can be evaluated for different functional abilities. This competition
will be developed in collaboration with the participants, and is also
being run as a special
session. The competition deadline is the same as for the
special session paper deadline.
For more information see here.
Evolutionary Computation in Dynamic and Uncertain Environments
Many real-world optimization problems are subjected to dynamic and
uncertain environments that are often impossible to avoid in practice.
For instance, the fitness function is uncertain or noisy as a result of
simulation/measurement errors or approximation errors (in the case
where surrogates are used in place of the computationally expensive
high fidelity fitness function). In addition, the design variables or
environmental conditions many also perturb or change over time. For
these dynamic and uncertain optimization problems the objective of the
evolutionary algorithm is no longer to simply locate the global optimum
solution, but to continuously track the optimum in dynamic
environments, or to find a robust solution that operates optimally in
the presence of uncertainties. This poses serious challenges to
conventional evolutionary algorithms. This competition will be
developed in collaboration with the participants, and is also being run
as a special
session. The competition deadline is the same as for the
special session paper deadline.
For more information see here.
Unreal Tournament 2004 Deathmatch
The competition task is to create the winning
computer controlled bot in an Unreal Tournament 2004 Deathmatch
Challenge. Each entry will be played against the other entries
and against some bots developed for the competition, using standard
deathmatch scoring. This competition was inspired by the http://botprize.org challenge.
The game used for the competition will be based on a modified version of the
deathmatch game type for the First-Person Shooter,
Unreal Tournament 2004.
This modified version provides a socket-based interface (called
Gamebots) that allows control of bots from an external program. A particularly
easy way to interface to the game is to use the
Pogamut
library, which is written in Java and is available as a
Netbeans plugin.
TORCS-Based Car Racing
The aim of the competition is to learn (or otherwise develop) a
controller that races around a number of laps as fast as possible,
alone or in the presence of other drivers. We will score every
submitted controller on the distance raced in a fixed amount of time
when driving on its own on a set of tracks. At the end of the
competition, the best few controllers will race against each other on a
different set of tracks, validating that the controllers perform well
in the presence of other cars and that their performance generalizes to
other tracks than those they were trained for.
The competition software, an introductory manual, and the competition
rules can be found on the main competition web page.
Software Agent Ms Pac-Man
Unlike Pac-Man, Ms. Pac-Man is a non-deterministic game, and rather
difficult for most human players. As far as we know, nobody really
knows how hard it is to develop an AI player for the game. The world
record for a human player (on the original arcade version)
currently stands at 921,360.
Can anyone develop a software agent to beat that?
The competition uses screen-capture to get the current state of the
game, and provides a fascinating challenge for your algorithms with
some inevitable uncertainties arising from variable delays in the
screen capture process. For more information, including results, see
the IEEE WCCI 2008 competition page.
Ms Pac Man Ghost Team Challenge
This competition is currently under development. The idea is that entrants
can either provide a teams of ghosts, or a pac-man agent (or both).
The score for an agent is its average score over the set of ghost-teams
(excluding any team submitting by the same entrant), and vice versa for
ghosts.
One of the tangential aims of the contest is to develop new ghost teams so
that we can play against them as humans, and see whether different (and perhaps
more intelligent) ghosts are more or less fun to play against.
The software interfaces for each ghost are currently under discussion.
One issue to be aware of is the rules should avoid boring stalemate
situations. For example, the ghosts could limit the Pac-Man's high score by
constantly patrolling a small area of the maze making it impossible for the
Pac-Man to eat the pills in that area.
Possible ways to avoid this may be to:
- add in a survival time scoring feature, to ensure that this would be a very poor policy for the ghosts
- make the pills invisible to the ghosts
We aim to finalise details of this and the software interfaces by the end of
September.
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