Dynamic Task Allocation in a turn based strategy game Gilles Schtickzelle September 2012 ULB Problem Statement • Creating an intelligent player for a turn-based strategy game. • Working Framework: • Many possible challenges to meet: o o o o Resource management Adversarial planning Spatial reasoning … A game of FreeCol • Colonization of America • Establish settlements, grow and develop them • Victory: Declare independence & Beat the Royal Expeditionary Force Colony Management • Assigning tasks to units for optimal resources production Division of labor in insect societies • Ants and wasps colonies have efficient distributed task allocation mechanisms through stygmergy. Bonabeau, E., Theraulaz, G., & Deneubourg, J.-L. (1996). Response Threshold • Ants have probabilistic response to stimuli: 𝑆2 𝑃 𝑋=0 →𝑋=1 = 2 𝑆 + 𝜃2 𝑃 𝑋=1 →𝑋=0 =𝑝 • Varying threshold θ induces specialization o Reduces switching costs o Increases individual efficiency From insects to games • Ants/Wasps Colony • FreeCol Colony • Insects • Units • Tasks • Resources • Specialization • Expert units Resources Dynamics • Surplus: Extra workers. Shortage: Lose worker. • Freedom. 50% required to win. Gives bonus or penalty to workers. • required to make hammers • Used to produce buildings or artileries • required to make tools • Used to produce buildings or artilleries Allocation Mechanism • One stimulus Sr for each resource r = • One set of dynamic thresholds θri per unit i 𝛽𝑟 𝑆𝑟2 𝑃 𝑋𝑖 = 0 → 𝑋𝑖 = 𝑟 = 2 𝛽𝑟 𝑆𝑟2 + 𝜃𝑟𝑖 𝑃 𝑋𝑖 = 𝑟 → 𝑋𝑖 = 0 = 𝑝 𝛽𝑟 𝑆𝑟 𝑃𝑜𝑤𝑒𝑟𝑟𝑖 = 𝜃𝑟𝑖 Stimuli and Thresholds • Simple computation rules for each stimulus 𝑆𝐹𝑂𝑂𝐷= 𝑆𝐻𝐴𝑀𝑀𝐸𝑅𝑆 = 100 𝑖𝑓(𝑆𝑢𝑟𝑝𝑙𝑢𝑠𝐹𝑂𝑂𝐷 < 0) 𝑆𝐹𝑂𝑂𝐷 + 1 𝑖𝑓(0 ≤ 𝑆𝑢𝑟𝑝𝑙𝑢𝑠𝐹𝑂𝑂𝐷 < 6) 1 𝑖𝑓 𝑆𝑢𝑟𝑝𝑙𝑢𝑠𝐹𝑂𝑂𝐷 ≥ 6 𝑆𝑡𝑜𝑟𝑎𝑔𝑒𝐻𝐴𝑀𝑀𝐸𝑅𝑆 ≤ 𝐵𝑢𝑖𝑙𝑑𝐻𝐴𝑀𝑀𝐸𝑅𝑆 𝑜𝑟 𝑆𝑡𝑜𝑟𝑎𝑔𝑒𝐿𝑈𝑀𝐵𝐸𝑅 ≥ 15 0 𝑖𝑓 𝑛𝑜𝑡 10 𝑖𝑓 • One set of dynamic thresholds θru per unit u 0.1 𝜃𝑟𝑢 = 𝑖𝑓 𝑢 𝑖𝑠 𝑒𝑥𝑝𝑒𝑟𝑡 𝑓𝑜𝑟 𝑟 200 − 𝐸𝑥𝑝𝑟 min(10, + 1) 𝑖𝑓 𝑛𝑜𝑡 20 • Genetic Algorithm to find appropriate scale factors βr Simple Scenario AI goals 1. Reach the year 1776 with enough bells to be able to declare independence. 2. Have the best defense possible to resist the attack of the royal expeditionary force. 3. Allocate workers to 1. minimize famine 2. Keep the production modifier as high as possible Results (Basic player) MEAN (100 games) Size Famine Military 100% 14 0 24 91.57 ± 2.39 15.12 ± 0.85 0.18 ± 0.09 15.99 ± 0.62 (B)Evolution of the production modifier (AI vs Expert) (C)Evolution of the number of artilleries (AI vs Expert) 30 2 20 0 10 1 23 45 67 89 111 133 155 177 199 221 243 265 287 309 331 353 375 397 419 441 4 PRODUCTION MODIFIER (AI) PRODUCTION MODIFIER (EXPERT) 0 1 24 47 70 93 116 139 162 185 208 231 254 277 300 323 346 369 392 415 438 EXPERT Freedom % ARTILLERIES (AI) ARTILLERIES (EXPERT) Planning approach • Suboptimal allocation: building too early (C)Evolution of the number of artilleries (AI vs Expert) 30 20 ARTILLERIES (AI) 10 ARTILLERIES (EXPERT) 1 19 37 55 73 91 109 127 145 163 181 199 217 235 253 271 289 307 325 343 361 379 397 415 433 451 0 • Two planning methods: o Layered response threshold. o Rule-based planning. Planning approach • Layered response threshold : 𝑃𝐺𝑅𝑂𝑊𝑇𝐻 2 𝑆𝐺𝑅𝑂𝑊𝑇𝐻 = 2 𝑆𝐺𝑅𝑂𝑊𝑇𝐻 + Θ2𝐺𝑅𝑂𝑊𝑇𝐻 o Use two sets of scale factors: • Optimized for growth • Optimized for production • Rule-based planning : 𝑆𝐻𝐴𝑀𝑀𝐸𝑅𝑆 𝑆𝑡𝑜𝑟𝑎𝑔𝑒𝐻𝐴𝑀𝑀𝐸𝑅𝑆 ≤ 𝐵𝑢𝑖𝑙𝑑𝐻𝐴𝑀𝑀𝐸𝑅𝑆 𝑜𝑟 𝑆𝑡𝑜𝑟𝑎𝑔𝑒𝐿𝑈𝑀𝐵𝐸𝑅 ≥ 15 10 𝑖𝑓 = 𝑜𝑟 𝑆𝑖𝑧𝑒𝑐 > 6 0 𝑖𝑓 𝑛𝑜𝑡 Planning Results (1) Layered AI Rule-based AI Evolution of the colony size Evolution of the colony size 15 15 10 10 5 5 0 0 SIZE (MULTI LAYER AI) 1 20 39 58 77 96 115 134 153 172 191 210 229 248 267 286 305 324 343 362 381 400 419 438 457 20 1 20 39 58 77 96 115 134 153 172 191 210 229 248 267 286 305 324 343 362 381 400 419 438 457 20 SIZE (EXPERT) SIZE (RULE BASED) Evolution of the number of artilleries Evolution of the number of artilleries ARTILLERIES (MULTI LAYER AI) ARTILLERIES (EXPERT) 1 20 39 58 77 96 115 134 153 172 191 210 229 248 267 286 305 324 343 362 381 400 419 438 457 30 25 20 15 10 5 0 1 20 39 58 77 96 115 134 153 172 191 210 229 248 267 286 305 324 343 362 381 400 419 438 457 30 25 20 15 10 5 0 SIZE (EXPERT) ARTILLERIES (RULE BASED) ARTILLERIES (EXPERT) Planning Results (2) Military SoL % Size Famine 24 100 14 0 MEAN (BASIC) 15.99 ± 0.62 91.57 ± 2.39 15.12 ± 0.85 0.18 ± 0.09 MEAN (LAYERED) 17.49 ± 0.70 99.17 ± 0.65 14.53 ± 0.84 0.19 ± 0.10 MEAN (RULE BASED) 18.80 ± 0.54 98.22 ± 1.28 17.49 ± 1.03 0.16 ± 0.09 EXPERT Statistics for 100 games with the simple scenario. Modified Threshold rule 12 10 8 6 4 2 0 12 Jobs: 10 1=FOOD 8 2=BELLS 3=NONE 6 4 4=HAMMERS 5=LUMBER 2 6=TOOLS 0 7=ORE 1 18 35 52 69 86 103 120 137 154 171 188 205 222 239 256 273 290 307 324 Thresholds Evolution of thresholds and jobs for unit 5 (non expert) FOOD BELLS NONE HAMMERS LUMBER TOOLS ORE jobs for unit 5 • Unit u produces resource r 𝜃𝑢𝑟 = 0.1 𝑖𝑓 𝑢 𝑖𝑠 𝑒𝑥𝑝𝑒𝑟𝑡 𝑓𝑜𝑟 𝑟 max 1, 𝜃𝑢𝑟 − 1 𝑖𝑓 𝑛𝑜𝑡 • Unit u does not produces resource r 𝜃𝑢𝑟 = 0.1 𝑖𝑓 𝑢 𝑖𝑠 𝑒𝑥𝑝𝑒𝑟𝑡 𝑓𝑜𝑟 𝑟 min 10, 𝜃𝑢𝑟 + 1 𝑖𝑓 𝑛𝑜𝑡 “State of the art” player Evolution of unit's job over time (single layer AI player) 8 6 4 2 0 1 19 37 55 73 91 109 127 145 163 181 199 217 235 253 271 289 307 325 343 361 379 397 415 433 451 Jobs: 1 = FOOD 2 = BELLS 3 = NONE 4 = HAMMERS 5 = LUMBER 6 = TOOLS 7 = ORE unit1 unit2 unit3 unit4 unit5 unit6 unit7 unit8 unit9 unit10 Evolution of unit's job over time (State-of-the-art AI player) Jobs 1 = FOOD 2 = BELLS 3 = NONE 4 = HAMMERS 5 = LUMBER 6 = ORE 7 = TOOLS 8 6 4 2 0 1 19 37 55 73 91 109 127 145 163 181 199 217 235 253 271 289 307 325 343 361 379 397 415 433 451 • Modified Threshold update rule + rule-based planning unit1 unit2 unit3 unit4 unit5 unit6 unit7 unit8 unit9 unit10 AI players comparison AI players compared (number of military units) 30 30 25 Expert = 24 25 20 20 15 15 10 10 5 5 0 0 Basic Layered rule-based State of the art AI goal completion EXPERT MEAN (100 games) Freedom % Size Famine Military 100% 14 0 24 100% ± 0.92 20.21 ± 0.94 0.04 ± 0.07 20.99 ± 0.55 1. Reach the year 1776 with enough bells to be able to declare independence. 2. Have the best defense possible to resist the attack of the royal expeditionary force. 3. Allocate workers to 1. minimize famine 2. Keep the production modifier has high as possible Conclusions Human-level performances can emerge from simple rules, without cheating. Easy to implement (compared to traditional rule-based only AI). Easy to tune down performances (if playing against nonexpert). Hybrid system (with planning instructions) improves on basic RTM − Tendency to chaos with large number of stimuli − Difficult to extend to other game aspects (combat, spatial reasoning, diplomacy,…).
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