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Deceptive Games

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Applications of Evolutionary Computation (EvoApplications 2018)

Abstract

Deceptive games are games where the reward structure or other aspects of the game are designed to lead the agent away from a globally optimal policy. While many games are already deceptive to some extent, we designed a series of games in the Video Game Description Language (VGDL) implementing specific types of deception, classified by the cognitive biases they exploit. VGDL games can be run in the General Video Game Artificial Intelligence (GVGAI) Framework, making it possible to test a variety of existing AI agents that have been submitted to the GVGAI Competition on these deceptive games. Our results show that all tested agents are vulnerable to several kinds of deception, but that different agents have different weaknesses. This suggests that we can use deception to understand the capabilities of a game-playing algorithm, and game-playing algorithms to characterize the deception displayed by a game.

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Notes

  1. 1.

    To simplify the text we talk about the game as if it has agency and intentions; in truth the intentions and agency lies with the game’s designer, and all text should be understood in this regard.

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Correspondence to Damien Anderson .

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Anderson, D., Stephenson, M., Togelius, J., Salge, C., Levine, J., Renz, J. (2018). Deceptive Games. In: Sim, K., Kaufmann, P. (eds) Applications of Evolutionary Computation. EvoApplications 2018. Lecture Notes in Computer Science(), vol 10784. Springer, Cham. https://doi.org/10.1007/978-3-319-77538-8_26

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  • DOI: https://doi.org/10.1007/978-3-319-77538-8_26

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-77537-1

  • Online ISBN: 978-3-319-77538-8

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