Program Synthesis from Game Rewards Using FrAngel

Finding Complex Subprograms for Solving Minecraft

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Abstract

Program synthesis has been extensively used for automating code-related tasks, but it has yet to be applied in the realm of reward-based games. FrAngel is a component-based program synthesizer that addresses the aspects of exploration and exploitation, both important for the performance of a program synthesizer. However, its specific implementation makes it hard to study and extend. We first implement a generalized version of FrAngel that takes arbitrary grammars and program generators, while also generalizing most of its features by redesign. We then use it to introduce a novel approach to formulating a reward-based problem into an inductive specification. We integrate this algorithm within MineRL, an AI framework for playing Minecraft. Lastly, we lay the groundwork for using program synthesis for Minecraft by investigating the ways of tuning the algorithm to generate complex subprograms. By changing the configuration parameters, as well as slightly changing the algorithm’s implementation, we managed to observe a significant increase in the complexity of fragments and generated programs. These modifications are a stepping stone towards using program synthesis to solve complex game tasks.

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