Practical Planning for Angry Birds

From International Center for Computational Logic

Practical Planning for Angry Birds

Course with SWS 0/2/0 (lecture/exercise/practical) in WS 2017

Lecturer

  • Sebastian Rudolph, Lukas Schweizer

SWS

  • 0/2/0

Modules

Examination method

  • Term paper
  • Seminar presentation

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 13th DS5 (see Dates). Students are then 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.

Subscribe to events of this course (icalendar)

Lecture Introduction/Organisation DS5, October 13, 2017 in APB E005
Lecture AIB Software Setup DS5, November 17, 2017 in APB E005 Download
Lecture Presentations DS4, February 16, 2018 in APB E005


Calendar