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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Vision on Analysing Approaches for Knowledge Representation and Reasoning Using Computer Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Christian Eichhorn</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vanessa Volz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Richard Niland</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tim Schendekehl</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Computer Science, TU Dortmund University</institution>
          ,
          <addr-line>Dortmund</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>31</fpage>
      <lpage>42</lpage>
      <abstract>
        <p>Artificial intelligences (AIs) that interact with their environment are difficult to compare and evaluate as their formal properties easily become incomparable due to fundamentally different knowledge representations, reaction schemes, approaches and the general, very dendritic field of AI research. Nonetheless, AI approaches are regularly proposed as solutions to complex “real world” problems in areas such as self-driving cars or providing care for the elderly. Thus, the need for a safe and controllable proving ground for different AI approaches with scalable complexity emerges. Many researchers have argued that this need can be fulfilled by using computer games as a testbed [17,16]. In this paper, we propose a benchmark that specifically targets areas in AI research that still pose great challenges in AI and human-computer interaction research: the coordination of and cooperation among agents. We thus introduce and present the platform game ZooOperation as well as the corresponding competition involving this game at the KI 2017 conference, and illustrate how ZooOperation can serve as testbed for the coordination and cooperation skills of various AI approaches. On top of this, we discuss how this game, and computer games in general, can be used in comparative AI research, e.g. in testing for robustness, generalisability and human-computer interaction.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Games have historically served as a testbed for artificial intelligence (cf. Alan
Turing’s chess-playing algorithm [17]). We, like many other researchers [16],
argue that games continue to provide a great test environment for AI in general
and both knowledge representation and reasoning approaches in particular,
especially if adapted according to the (intended) “real world” AI applications.</p>
      <p>
        Evidently, the increasing complexity of game benchmarks (Go [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ],
StarCraft [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]) has resulted in the advent of various non-classical reasoning
approaches using Monte-Carlo simulations and deep learning. This is because for
these games, classical AI approaches based on game theory such as
alpha-betapruning (and the underlying minimax-search) are at a severe disadvantage due
to the required (partial) enumeration of possible game states becoming
computationally infeasible. The stochasticity of many games increases the state space
even further and additionally requires statistical considerations. Similarly, AI
approaches found in the area of knowledge representation and reasoning (KR)
that use semantic methods are sidelined in these benchmarks, as they do not
have the high reactiveness needed as the large number of possible states with
random transitions leads to excessively time-consuming computations.
      </p>
      <p>
        Moreover, games provide an abstract, controllable and nearly arbitrarily
complex environment that can mimic the “real world” as closely as needed for a test
while keeping interfering influences at bay. For instance, in computer games and
other simulations, experiments can be conducted entirely without measurement
noise so that the real effects can be investigated free from falsifications, or a
specific, controlled amount of noise can be added deliberately to investigate how
well the approaches cope with it. Additionally, games can often be sped up to
enable repeated tests, as is needed, e.g., for evolutionary strategies. On top of
that, unlike simulations, games have the desirable property of offering an easy
approach to integrating humans into the loop by playing against or with AI
players. This fact has already successfully been used in various studies on
human cognition [
        <xref ref-type="bibr" rid="ref2 ref7">7,2</xref>
        ]. Games also have motivational and immersive aspects which
facilitate both finding survey participants who make an honest effort, as well as
measuring their genuine reactions.
      </p>
      <p>In the following, we argue that platform games (or platformers), that is,
games in the tradition of Donkey Kong (Nintendo, 1981), Impossible Mission
(Epyx, 1984), Prince of Persia (Brøderbund, 1989) and the most influential1
Super Mario Bros. (Nintendo, 1985), which require the player to overcome a
multitude of obstacles (primarily by jumping between platforms, hence the name)
on their way to the goal, have additional merits as proving grounds for AI.
Advantages of using platformers as a testbed include, but are not limited to:
Scalability of Challenge Type The type of challenge can be varied easily,
e.g. by limiting the information on the environment through a change in
the agent’s visual range, by changing the “physical” stretch of the level, or
by restricting the time allowed for making decisions. As a result, both the
long-term planning capabilities and reactiveness of an AI agent can be tested
with a platformer.</p>
      <p>Scalability of Challenge Difficulty Platform games provide a lot of different
parameters (e.g., different types and counts of obstacles) which can be used
to scale the difficulty of a level while keeping the core task unchanged.
Existence of Game Patterns It is not uncommon for levels in platformers
that certain sets of different obstacle types can be overcome using the same
techniques (e.g., jumping over a chasm, a body of water, or deadly spikes
covering the same horizontal space), so it is possible for two levels to differ
in their concrete obstacles while being identical in terms of the strategies
needed to reach the goal.
1 and, according to the Guinness World Records, best-selling video game
of all-time https://web.archive.org/web/20100224070604/http://gamers.
guinnessworldrecords.com/records/nintendo.aspx
Possibility of Multiple Solutions The layout of obstacles in a level usually
allows for more than one way to reach the goal. This gives room for evaluating
whether a strategy is successful without limiting its course of action more
than necessary, thus providing room for uncommon or “creative” solutions.
Generalisation Test By using different types of levels, it is possible to test
whether or not an approach is capable of generalising a valid solution (that
is, the solution to one level) to a similar, but not identical task (i.e. another
level following the same rules but differing in terms of design).</p>
      <p>Following this introduction to the paper and the topic in general, we present
the game ZooOperation in the subsequent Section 2 by consecutively
introducing the game itself in Section 2.1, existing controllers for the avatars in
Section 2.2 and finally the corresponding ZooOperation competition in the scope
of the KI 2017 conference in Section 2.3. This is followed by a discussion of how
computer games may support research in the various areas of artificial
intelligence (Section 3), where we describe further questions and characteristics that
are suitable for the analysis of KR approaches based on their empirical
performance in the game. We afterwards conclude the article in Section 4 with a
summary and our suggestions on future applications of ZooOperation.
2</p>
    </sec>
    <sec id="sec-2">
      <title>ZooOperation</title>
      <p>
        The game ZooOperation is a cooperative platform game inspired by the
game Geometry Friends [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and was created as a student project at TU
Dortmund University [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Unlike this and other cooperative games such as RoboCup
(Simulation League) 2, ZooOperation challenges planning, coordination and
collaboration almost exclusively through removing the additional complexity of
extensive physics simulations. Additionally, with ZooOperation, we challenge
the AIs with avatars that each have different but closely defined abilities that
have to be coordinated to reach the goal. This differs from other cooperative
challenges as, for instance, the Robo Cup Simulation League3 or Neuro-Evolving
Robotic Operatives4, where a swarm of avatars with more or less the same set
of skills has to reach a common goal.
2.1
      </p>
      <sec id="sec-2-1">
        <title>Game description</title>
        <p>In ZooOperation, up to five agents each take control over one of a fixed set of
avatars where every avatar has unique capabilities; Figure 1 gives an overview
over the avatars in the game. To finish a level in this game, all present avatars
must reach the designated final destination in the level; Figure 3a shows an
example of a level in this game. In order to reach this goal, the avatars have
to cross the level while circumventing various obstacles (shown in Figure 2) on
the way. These may be harmless obstacles that just obstruct the movement of</p>
        <sec id="sec-2-1-1">
          <title>2 http://www.robocup2017.org 3 http://wiki.robocup.org/Soccer_Simulation_League 4 http://nn.cs.utexas.edu/nero/</title>
          <p>Elephant, can swim and
carry other avatars over
bodies of water.</p>
          <p>Ground, walkable ground
for topological design of
level, sometimes grassy.</p>
          <p>Box, movable and walkable
obstacle.</p>
          <p>Goal, must be reached by all
present avatars to finish the
level.</p>
          <p>Spikes, dangerous game
element, fixed on ground or
ceiling. May fall down if an
avatar walks underneath.</p>
          <p>Mouse, can change its
dimensions, but not its surface
area.</p>
          <p>Piglet, can serve as a
trampoline, giving other avatars
a wider jump range.</p>
          <p>Wall, for topological design
of level.</p>
          <p>Coil spring, catapults an
avatar upwards.</p>
          <p>Moving Platform, a
walkable platform that moves.</p>
          <p>Water, dangerous element
for every non-swimming
avatar.
(a) Cooperative level: Tiger needs to clear the way of falling spikes for Elephant
to be able to walk to the goal.
(b) Cooperative task:
Elephant carries Tiger over a
body of water too wide to
jump over.</p>
          <p>(c) Complex obstacle: Mouse lifts Tiger high
enough for it to be able to jump over the wall,
then has to change its shape to fit through the
gap.
certain avatars (for instance, being too high to jump over or too narrow to crawl
underneath), or deadly obstacles like fixed or falling spikes, deep chasms, or
bodies of water. In many cases, it is possible to overcome these obstacles using
different strategies for different avatars. For instance, Tiger can jump over a body
of water, whereas Elephant swims through it, but the other avatars require a
different, cooperative strategy because they can neither jump far enough nor
swim. A possible solution to this specific problem is for the avatar to be carried
across the water by Elephant (see Figure 3b). Other cooperative obstacles include
pathways that have to be cleared by a smaller avatar before a larger one can fit
through (Figure 3a) or complex obstacles where special capabilities of different
avatars have to be combined to overcome the obstacle (Figure 3c).</p>
          <p>To test AI controllers, the game provides a TCP/IP interface that sends the
game state to every bound AI controller and allows the AIs to control the avatars
and send user-defined messages to be read by all other AIs (“Blackboard”). The
controls provided to interact with the game are the same ones a human player
might use, that is, the AI can send keystrokes for up, down, left, right, special
(for special skills of the avatar, if applicable). Therefore, it is not necessary to
specialise an AI approach for or deeply integrate the approach into the game,
but it instead suffices to provide the aforementioned TCP/IP interface that acts
as a bilateral translator. This interface needs to (1) translate the game state into
a form the AI can understand and (2) translate the designated action of the AI
into keystrokes to be sent to the game.
2.2</p>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>Automated ZooOperation Controllers</title>
        <p>
          As described above, the game ZooOperation has been developed specifically
for testing different AIs. In the project it was developed for, it has already been
used to assess and train different controller types and strategies. To illustrate how
diverse approaches and controllers for solving levels in ZooOperation may be,
we highlight a selection of three strategies already developed and applied to the
game; see the project report [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] for a complete overview and detailed description
of all strategies developed.
        </p>
        <p>Graph Approach: The graph approach construes a level as a directed graph,
where every (physically) coherent traversable area with identical headroom is
interpreted as a vertex. An edge is added for every movement in the game that
allows the individual avatar to change its position from one of the vertices to
another. This relocation can be achieved e.g. by walking, parabolic jumping
or falling (to a lower vertex). A vertex in the graph is reachable (in a
graphtheoretic sense), if and only if it is also reachable in the game, that is, there is a
combination of movements that allows the player to manoeuvre the avatar from
the starting vertex to the final vertex. Using this approach, a level can be solved
by a standard algorithm for finding (shortest) paths in graphs given that the
level is solvable without cooperation.</p>
        <p>Dynamic Jump: Sometimes, parabolic jumping does not give all possible targets
an avatar can reach, as there may be obstacles in the way or the ceiling is low.
Using the techniques of dynamic programming, this approach calculates all
positions that are reachable from a fixed starting position via a jump or a fall. During
this, it populates a table with reachability information for every potential future
position of the avatar up to a predefined time limit. It then goes backwards from
a destination to find a possible path and the corresponding commands. This has
also been used to generate extra edges for the graph approach described above.
Figure 4a illustrates the result of one such calculation, that is, the traversals and
endpoints an avatar can reach from its actual position using a single dynamic
jump.</p>
        <p>Motif Search: The prior two approaches use knowledge only in terms of the
properties of the characters and the underlying game’s physics (how far and
high can a character jump, how fast can it run, . . . ).</p>
        <p>Motif search instead stores obstacles and corresponding solutions in the form
of so-called motifs. A motif is a tuple of an abstract representation of the obstacle,
the sequence of keystrokes that yield a valid solution (also called an action
(a) Black lines indicate movements
Tiger can make with a dynamic jump
from its actual position (endpoints
of lines pointing to Tiger’s centre of
gravity after the jump).</p>
        <p>(b) Example motif with start- (circle) and
endpoint (double circle), walkable tiles
(gray) and traversal (dashed).
sequence), and the area around the obstacle that is traversed when performing
the action sequence. The abstract representation takes the form of a matrix
of tiles which encode whether or not a tile is safe to walk through, stand on,
etc., and also stores the start and end position of the avatar performing the
sequence. These motifs may then be mapped to concrete areas of a level using a
distance function on the abstract tiles in the motif and the actual tiles in the level,
allowing, for instance, an agent to use the same strategy used to jump over a pit of
“dangerous” tiles regardless of whether these tiles are filled with water, spikes or
other dangerous elements. Figure 4b is an example of an obstacle’s representation
by a motif. These motifs can, for instance, be recorded from playthroughs of
human or AI players, generated by a machine learning approach, or designed by
hand.
ZooOperation will be used in a competition at KI 2017 intended to measure
the path planning, coordination and puzzle solving capabilities of submitted AI
agents. Participants can upload their AI controllers which will then face two
types of levels:
– small levels with a single obstacle that may or may not require cooperation
to overcome, and
– regular levels that combine multiple challenges, an example of which is
depicted in Figure 5.</p>
        <p>The submissions are ranked according to the number of regular levels they
finished. In case of a draw, we use the number of small levels finished as a secondary
ranking criterion. Any remaining ties will be broken using the time needed to
finish the level, measured in terms of the number of game ticks elapsed. Apart
from the tertiary ranking criterion, the controllers are not required to make quick
real-time decisions, but instead have a maximum of eight minutes per level to
solve it. With only a loose time restriction, complete and perfect information
and a deterministic game engine, this competition (in contrast to other
competitions such as GVGAI5 and Geometry Friends6) stresses the cooperation and
problem solving aspects of (cooperative) platformers. Thus, it is possible to
include multiple approaches which may differ in their reaction speed, and judge
them by their general capability of solving a level in the game rather than the
time needed to calculate a solution.</p>
        <p>
          At the same time, the continuous environment provides a challenge
different from grid-based problems such as, for instance, the Wumpus World [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. In
addition to the selected approaches from [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] used as illustrating examples in
Section 2.2, we encourage submissions using diverse strategies and controllers, the
possibility of which is ensured by the TCP/IP interface (Section 2.1).
        </p>
        <p>Technically, the competition backend is realised via a web server that provides
a user account system backed by a relational database. Here, users may upload
AIs to the server where they will be enqueued and tested within a sandbox
container using the Docker framework. The test results are then extracted and
stored in the database to be displayed as leaderboards. The Docker framework
was chosen for this task due to its high scalability and automatic load balancing
between containers, allowing for a dynamic reallocation of resources depending
on how intensely users strain the system through frequent uploads and tests.
On top of that, Docker containers do not expose the underlying server system,
impeding malicious action such as a modification of the competition framework.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Discussion</title>
      <p>The competition at KI 2017 is of course only one of the possible competition
setups and scoring schemes that can be based on the ZooOperation software.
Since the setup directly characterises the challenges the game provides and steers
the focus of the competition, different setups can be employed in order to
investigate other aspects of AI. In the following, we list and discuss the different
5 General Video Game Playing Competition, http://gvgai.net
6 Cooperative physics puzzles, http://gaips.inesc-id.pt/geometryfriends/
experimentation scenarios we envision in context of AI research using the
ZooOperation software.</p>
      <p>Multi Agent Systems: Cooperation generally requires communication among
agents. Additionally, to reason whether avatar B is capable of helping avatar
A to overcome an obstacle, the controller of A needs a model of B as well.
In order to focus on this aspect, the software can restrict information on
other agents so that communication between agents is enforced, controlled,
or restricted.</p>
      <p>
        Knowledge Representation and Reasoning: The motif approach already
uses abstract knowledge to represent partial solutions. Thus, it seems
reasonable to examine whether an even more abstract representation, such as a
hierarchical knowledge base [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] or a representation using defeasible
(conditional) rules to form a conditional knowledge base with respective semantics
(see, e.g., [
        <xref ref-type="bibr" rid="ref4 ref6 ref9">4,15,6,9</xref>
        ]) yields satisfactory results, too. In order to specifically
analyse the knowledge representation aspects, one could restrict the
information passed to the agent accordingly, for example by passing all information
through an interface that prohibits or redacts specific information.
AI Generalisability: Motif search is only one of the possible approaches that
use abstraction in order to generalise from previously learned behaviour. In
recent years, the computational intelligence in games community has put
considerable effort into finding generalisable AI approaches [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The games,
however, tend to be extremely different and do not produce observable
patterns across different AIs [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Using a similarity measure on levels, the need
for generalisability could be scalarised in an experiment scenario in order to
identify issues where general game AI breaks.
      </p>
      <p>AI Robustness In order to investigate approaches based on uncertain
reasoning and belief revision, the information provided to AI players could be
limited or otherwise modified in order to create scenarios in which
employing the respective techniques becomes inevitable. For example, the physics
of the game could be be unknown to the AIs (as is the case in the Angry
Birds AI Competition7 for instance) or be subject to undisclosed changes
(e.g. by randomly changing gravity). Another possible scenario is one where
the characters in the level are controlled by AIs that are unfamiliar with one
another.</p>
      <p>
        Measuring Game Characteristics: Measuring game characteristics such as
difficulty and required strategy depth are open issues of interest within the
computational intelligence in games community [
        <xref ref-type="bibr" rid="ref2 ref8">8,2</xref>
        ]. We plan to extend
future work in this regard by investigating measures that can identify levels
of the same difficulty class based on empirical results of different AI agents
playing ZooOperation.
      </p>
      <p>Involving Human Players: As artificial ZooOperation controllers and
human players steer the characters in the same way, it is possible to include
human players in the experiments. Possible scenarios include the
comparison of behaviour patterns of AI and human players as well as identifying</p>
      <sec id="sec-3-1">
        <title>7 https://aibirds.org/angry-birds-ai-competition.html</title>
        <p>
          explanatory components for black-box agents by asking human players that
have gained expertise through repeated games. Furthermore, the challenge
could be extended to include human-computer-interaction by building mixed
AI and human teams that need to communicate and collaborate (cf. [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]).
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>In this paper, we made a case for using computer games to test and compare
approaches from artificial intelligence and, specifically, approaches from
knowledge representation and reasoning. We presented the game ZooOperation and
illustrated how platform games in general, and this game in particular, can serve
as a proving ground to investigate a variety of questions. Additionally, we
provided a description of the ZooOperation competition at KI 2017 as an example
for investigating the path planning, coordination and puzzle solving capabilities
of AI agents along with an overview of suitable solutions. We already invited
other researchers of AI to use ZooOperation as test bed for their approaches
and / or to compete with each other in the ZooOperation competition. We
discussed how the presented game, and computer games in general, can be used
to investigate and rank different approaches to AI in terms of further properties,
be it communication, knowledge representation and reasoning, or robustness and
generalisability of AIs. This underpins our general claim that computer games
provide a viable proving ground for judging and comparing AI-approaches in
addition to their formal properties.</p>
      <p>This, of course, was only the first step, and future work can be broken into
two major parts: First, applying established AI approaches to the task of solving
platform games like ZooOperation as a simulation of tasks in complex
environments, and comparing them with each other based on their performance in
these simulations. Second, as indicated in the discussion, this general framework
can help in improving interactions between human users and automated
systems through researching, for example, general notions of difficulty of (scalably)
complex tasks (as seen in platform games), or the performance and results of
mixing human and artificial players (involving humans as sparring partners or
as members of mixed teams).</p>
      <sec id="sec-4-1">
        <title>Acknowledgements</title>
        <p>We thank the anonymous reviewers for their valuable hints that helped us
improve the paper. This work was supported by DFG-Grant KI1413/5-1 as part of
the priority program “New Frameworks of Rationality” (SPP 1516) and DFG
research unit FOR 1513 on “Hybrid Reasoning for Intelligent Systems” to Gabriele
Kern-Isberner. Christian Eichhorn is supported by Grant KI1413/5-1, Richard
Niland is supported by FOR 1513.
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