Knowledge acquisition for adative game AI Marc Ponsen et al. Science of Computer programming vol. 67, pp. 59-75, 2007 장수형 Outline • Introduction • Related work • Adaptive Script of Wargus • Experiment • Result • Alternative method 2 /24 Introduction • Game – Become increasingly realistic – Graphical presentation – Capabilities of characters ‘living’ • Game AI – Game developers • Encompass techniques such as pathfinding, animation, collision physics – Academic researchers • Intelligent behavior – Inferior quality • Benefit from academic research into commercial games 3 /24 Introduction • Adaptive game AI – Behavior of computer-controlled opponents – Potentially increase the quality of game AI – Incorporate a sufficient amount of correct prior domain knowledge • Dynamic scripting – Offline reinforcement learning technique – Dynamic scripting in a real-time strategy game called Wargus – Ambitious performance task – The quality of the knowledge base is essential 4 /24 Introduction • Knowledge base – Manually encode • Take a long time • Sub-optimal due to analysis • Not generate satisfying result – Semi-automatically • • • • Increase the performance Machine learning Added to knowledge bases Evolution algorithm – Automatically • Evolutionary algorithm • Automatically transfers the domain knowledge 5 /24 Related work • Few studies exist on learning to win complex strategy games • Focusing on simpler tasks – Relational Markov decision process model to some limited Wargus scenarios(Guestrin et al.) – Case-bases plan recognition approach for assisting Wargus player(Cheng and Thawonmas) • Manual knowledge acquisition – Typical RTS games(Age of Empires and Command & Cunquer) • Semi-automatic knowledge acquisition – Pattern recognition technique(Street et al.) • Automatic knowledge acquisition – Neural network for Backgammon, GO, Chess(Kirby) 6 /24 RTS games • Usually focus on military combat • Control armies and defeat all opposing forces that are situated in a virtual battlefiled(often called a map) in real-time • Collecting and managing resources • Determines all decision for a computer opponent over the course of the whole game – Form of scripts which are list of game action that are executed sequentially – Constricting buildings, researching new technologies, and combat 7 /24 Wargus • Clone of the popular RTS game Warcraft II • Open source • Stratagus engine • Strategy – Small Balanced Land Attack – Large Balanced Land Attack – Soldier’s Rush – Knight’s Rush 8 /24 Complexity of Wargus • No single tactic dominates all others – The rock-paper-scissors principle • Large action space – The set of possible actions that can be executed at a particular moment • In Wargus… – A : number of assignments workers can perform – P : average number of workplace – T : number of troops – D : Average number of directions that a unit can moves – S : number of choices for a troop’s stance – B : number of buildings – R : average number of choices for research objectives at a building – C : average number of choice of units to create at a building 9 /24 Complexity of Wargus 10 /24 Complexity of Wargus • Decision complex of each state – – Higher than the average number of possible moves in many board game such as chess(30) 11 /24 Dynamic Scripting for Wargus • Game AI for complex games is mostly defines in scripts – Contain weaknesses, which human players can exploit – Dynamic script • Introduced by Spronck et al. • Ability to adapt to a human player’s behavior • The probability that a tactics is selected for a script is an increasing function of its associated weight value – Requirements • The game AI can be scripted • Domain knowledge on the characteristics of a successful script can be collected • Evaluation function can be designed to assess the success of the function’s execution 12 /24 Dynamic Scripting for Wargus • Divide the game into a small number of distinct game states • Each state corresponds to a unique knowledge base 13 /24 Weight adaptation in Wargus • F : The overall fitness • Fi : the stats fitness(state i) • Sd : the score for the dynamic player • So : the score for the player’s opponent 14 /24 Weight adaptation in Wargus • Sx : the score of the dynamic player state x • Mx : the military points for player x • Bx : building points for player x 15 /24 EA(Fitness Function) • Md : Military points for the dynamic player • Mo : Military points for the dynamic player’s opponent • b : break-even point • Ct : game cycle • Cmax : maximum game cycle(the longest time a game is allowed to continue) 16 /24 EA(Encoding) • Construct, research, economy, combat genes.. 17 /24 Performance evaluation • Dynamic scripting under three condition – Manually acquired – Semi-automatically acquired – Automatically acquired • The other is controlled by a static script • Four strategy – SBLA, LBLA, SR, KR • Randomization turning point – Number of the first game in which the dynamic player statistically outperforms the static player – A low RTP value indicates good efficiency 18 /24 Result 19 /24 Conclusions • Three alternative for acquiring high-quality domain knowledge used by adaptive game AI – Manual, semi-automatic, automatic • Discussed dynamic scripting • Domain knowledge is crucial factor to the performance of dynamic scripting • The automatic knowledge acquisition approach takes best performance 20 /24 Alternative method • Alternative method of script handling – Bayesian Network • Case study : StarCraft • ‘Adaptive Reasoning Mechanism with Uncertain Knowledge for I mproving Performance of Artificial Intelligence in StarCraft 21 /24 상성파악 • 전략과 유닛의 상성 파악 22 /24 베이지안 네트워크 설계 • 불확실한 지식정보 – 상대방 진영으로의 정찰 시도 – 지어진 건물들의 구성 – 생산한 유닛의 구성 – 건물과 유닛의 개수 – 위의 정보들을 얻어낸 시각 • 거짓정보는 아니지만 완벽한 정보도 아니다 – 숨겨진 유닛, 숨겨진 건물, 지어지다가 취소된 건물 23 /24 스크립트 선택 • 정보 추론 후 가장 효과적인 대응 스크립트 선택 24 /24 결과 • 실험결과 25 /26 E.N.D
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