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|Title=Seminar Practical Planning for Angry Birds
|Title=Seminar Practical Planning for Angry Birds
|Research group=Computational Logic
|Research group=Computational Logic
|Lecturers=Lukas Schweizer; Sebastian Rudolph;  
|Lecturers=Lukas Schweizer; Sebastian Rudolph;
|Term=WS
|Term=WS
|Year=2018
|Year=2018
Zeile 9: Zeile 9:
|SWSPractical=0
|SWSPractical=0
|Exam type=Hausarbeit, Referat
|Exam type=Hausarbeit, Referat
|Description=TBA
|Description=== About ==
|Literature=TBA
In this seminar, students will have to develop a computer program that can successfully play Angry Birds (AB). Even though AB seems fairly easy, computers struggle in competing with human players. It involves many disciplines humans are naturally good in, such as predicting the outcome of physical actions without having complete knowledge about the world (i.e. an approximation of the outcome).
 
Since 2014, each year a competition was conducted. However, since then, no AI Agent was able to beat the best human player.
 
ICCL Students made it on the 4th place at the competition at IJCAI2016 New York, with their agent "SEABirds" (https://aibirds.org/angry-birds-ai-competition/competition-results.html).
 
An AB playing agent has to cope with quite some AI disciplines:
 
Computer Vision
Planning
Knowledge Representation (and Reasoning)
Heuristic Search
Machine Learning
 
All under the aspect of uncertainty.
 
 
== News ==
There will be an introductory session on Friday 12th DS6 (see Dates). Students are afterwards expected to work autonomously, i.e. study the related literature, work on their own approach and try own ideas.
 
Beside the fun of implementing their own ideas, students need to deliver the following artifacts:
 
* Seminar paper / report: reflecting the conducted work in an adequate academic way (max. 6 pages + references).
* Presentation: at the end of the semester each group has to present their approach (15min).
 
'''The fun part will be a competition at the end of the semester to determine the best playing AI.'''
 
[[Datei:Ab-img-3.png]]
|Literature=== General ==
* [[Problem_Solving_and_Search_in_Artificial_Intelligence_(SS2015)|Problem Solving and Search in AI]], Sarah Alice Gaggl, Lecture Material SS2015
* Stuart J. Russell and Peter Norvig. "Artificial Intelligence A Modern Approach" (3. edition ). Pearson Education, 2010.
* Zbigniew Michalewicz and David B. Fogel. "How to Solve It: Modern Heuristics", volume 2. Springer, 2004.
 
== Specific References ==
* As a starting point: http://aibirds.org
 
== Publications ==
Amongst others, some publications of participating teams:
* Du, Ruofei, Zebao Gao, and Zheng Xu. "Deliberately Planning and Acting for Angry Birds with Refinement Methods."   
(=> https://www.youtube.com/watch?v=u7XJ0g6d9po&feature=youtu.be)
* Calimeri, Francesco, et al. "AngryHEX: an Artificial Player for Angry Birds Based on Declarative Knowledge Bases." PAI@ AI* IA. 2013.
}}
}}
{{Vorlesung Zeiten
{{Vorlesung Zeiten

Version vom 1. Oktober 2018, 13:30 Uhr

Seminar Practical Planning for Angry Birds

Lehrveranstaltung mit SWS 0/2/0 (Vorlesung/Übung/Praktikum) in WS 2018

Dozent

Umfang (SWS)

  • 0/2/0

Module

Leistungskontrolle

  • Hausarbeit
  • Referat


About

In this seminar, students will have to develop a computer program that can successfully play Angry Birds (AB). Even though AB seems fairly easy, computers struggle in competing with human players. It involves many disciplines humans are naturally good in, such as predicting the outcome of physical actions without having complete knowledge about the world (i.e. an approximation of the outcome).

Since 2014, each year a competition was conducted. However, since then, no AI Agent was able to beat the best human player.

ICCL Students made it on the 4th place at the competition at IJCAI2016 New York, with their agent "SEABirds" (https://aibirds.org/angry-birds-ai-competition/competition-results.html).

An AB playing agent has to cope with quite some AI disciplines:

Computer Vision
Planning
Knowledge Representation (and Reasoning)
Heuristic Search
Machine Learning

All under the aspect of uncertainty.


News

There will be an introductory session on Friday 12th DS6 (see Dates). Students are afterwards expected to work autonomously, i.e. study the related literature, work on their own approach and try own ideas.

Beside the fun of implementing their own ideas, students need to deliver the following artifacts:

* Seminar paper / report: reflecting the conducted work in an adequate academic way (max. 6 pages + references).
* Presentation: at the end of the semester each group has to present their approach (15min).

The fun part will be a competition at the end of the semester to determine the best playing AI.

Ab-img-3.png

General

  • Problem Solving and Search in AI, Sarah Alice Gaggl, Lecture Material SS2015
  • Stuart J. Russell and Peter Norvig. "Artificial Intelligence A Modern Approach" (3. edition ). Pearson Education, 2010.
  • Zbigniew Michalewicz and David B. Fogel. "How to Solve It: Modern Heuristics", volume 2. Springer, 2004.

Specific References

Publications

Amongst others, some publications of participating teams:

  • Du, Ruofei, Zebao Gao, and Zheng Xu. "Deliberately Planning and Acting for Angry Birds with Refinement Methods."

(=> https://www.youtube.com/watch?v=u7XJ0g6d9po&feature=youtu.be)

  • Calimeri, Francesco, et al. "AngryHEX: an Artificial Player for Angry Birds Based on Declarative Knowledge Bases." PAI@ AI* IA. 2013.

Veranstaltungskalender abonnieren (icalendar)

Vorlesung Introduction DS5, 12. Oktober 2018 in APB E005 Datei
Vorlesung Game Software Setup DS5, 19. Oktober 2018 in APB E005 Datei
Vorlesung Idea Draft DS5, 22. Dezember 2018 in APB E005 Datei


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