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AI for Massive Multiplayer Online Strategy Games

AAAI Conferences

Massive Multiplayer Online Strategy games present several unique challenges to players and designers. There is the need to constantly adapt to changes in the game itself and the need to achieve a certain level of simulation and realism, which typically implies battles involving combat with several distinct armies, combat phases and diferent terrains; resource management which involves buying and selling goods and combining lots of diferent kinds of resources to fund the player's nation and cutthroat diplomacy which dictates the pace of the game. However, these constant changes and simulation mechanisms make a game harder to play, increasing the amount of effort required to play it properly. As some of these games take months to be played, players who become inactive have a negative impact on the game. This work pretends to demonstrate how to create versatile agents for playing Massive Multiplayer Online Turn Based Strategy Games, while keeping close attention to their playing performance. In a test to measure this performance the results showed similar survival performance between humans and AIs.


CPOCL: A Narrative Planner Supporting Conflict

AAAI Conferences

Conflict is an essential element of interesting stories, but little research in computer narrative has addressed it directly. We present a model of narrative conflict inspired by narratology research and based on Partial Order Causal Link (POCL) planning. This model informs an algorithm called CPOCL which extends previous research in story generation. Rather than eliminate all threatened causal links, CPOCL marks certain steps in a plan as non-executed in order to preserve the conflicting subplans of all characters without damaging the causal soundness of the overall story.


Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning

AAAI Conferences

The creation of effective autonomous agents (bots) for combat scenarios has long been a goal of the gaming industry. However, a secondary consideration is whether the autonomous bots behave like human players; this is especially important for simulation/training applications which aim to instruct participants in real-world tasks. Bots often compensate for a lack of combat acumen with advantages such as accurate targeting, predefined navigational networks, and perfect world knowledge, which makes them challenging but often predictable opponents. In this paper, we examine the problem of teaching a bot to play like a human in first-person shooter game combat scenarios. Our bot learns attack, exploration and targeting policies from data collected from expert human player demonstrations in Unreal Tournament. We hypothesize that one key difference between human players and autonomous bots lies in the relative valuation of game states. To capture the internal model used by expert human players to evaluate the benefits of different actions, we use inverse reinforcement learning to learn rewards for different game states. We report the results of a human subjects' study evaluating the performance of bot policies learned from human demonstration against a set of standard bot policies. Our study reveals that human players found our bots to be significantly more human-like than the standard bots during play. Our technique represents a promising stepping-stone toward addressing challenges such as the Bot Turing Test (the CIG Bot 2K Competition).


A Sparse Grid Representation for Dynamic Three-Dimensional Worlds

AAAI Conferences

Grid representations offer many advantages for path planning. Lookups in grids are fast, due to the uniform memory layout, and it is easy to modify grids. But, grids often have significant memory requirements, they cannot directly represent more complex surfaces, and path planning is slower due to their high granularity representation of the world. The speed of path planning on grids has been addressed using abstract representations, such as has been documented in work on Dragon Age: Origins. The abstract representation used in this game was compact, preventing permanent changes to the grid. In this paper we introduce a sparse grid representation, where grid cells are only stored where necessary. From this sparse representation we incrementally build an abstract graph which represents possible movement in the world at a high-level of granularity. This sparse representation also allows the representation of three-dimensional worlds. This representation allows the world to be incrementally changed in under a millisecond, reducing the maximum memory required to store a map and abstraction from Dragon Age: Origins by nearly one megabyte. Fundamentally, the representation allows previously allocated but unused memory to be used in ways that result in higher-quality planning and more intelligent agents.


CAPIR: Collaborative Action Planning with Intention Recognition

AAAI Conferences

We apply decision theoretic techniques to construct non-player characters that are able to assist a human player in collaborative games. The method is based on solving Markov decision processes, which can be difficult when the game state is described by many variables. To scale to more complex games, the method allows decomposition of a game task into subtasks, each of which can be modelled by a Markov decision process. Intention recognition is used to infer the subtask that the human is currently performing, allowing the helper to assist the human in performing the correct task. Experiments show that the method can be effective, giving near-human level performance in helping a human in a collaborative game.


Employing Fuzzy Concept for Digital Improvisational Theatre

AAAI Conferences

This paper describes the creation of a digital improvisational theatre game, called Party Quirks, that allows a human user to improvise a scene with synthetic actors according to the rules of the real-world Party Quirks improv game. The AI actor behaviors are based on our study of communication strategies between real-life actors on stage and the fuzzy concepts that they employ to define and portray characters. This paper describes the underlying fuzzy concepts used to enable reasoning in ambiguous environments, like improv theatre. It also details the development of content for the system, which involved the creation of a system for animation authoring, design for efficient data reuse, and a work flow centered on Google Docs enabling parallel data entry and rapid iteration.


All the World's a Stage: Learning Character Models from Film

AAAI Conferences

Many forms of interactive digital entertainment involve interacting with virtual dramatic characters. Our long term goal is to procedurally generate character dialogue behavior that automatically mimics, or blends, the style of existing characters. In this paper, we show how linguistic elements in character dialogue can define the style of characters in our RPG SpyFeet. We utilize a corpus of 862 film scripts from the IMSDb website, representing 7,400 characters, 664,000 lines of dialogue and 9,599,000 word tokens. We utilize counts of linguistic reflexes that have been used previously for personality or author recognition to discriminate different character types. With classification experiments, we show that different types of characters can be distinguished at accuracies up to 83% over a baseline of 20%. We discuss the characteristics of the learned models and show how they can be used to mimic particular film characters.


Goal Recognition with Markov Logic Networks for Player-Adaptive Games

AAAI Conferences

Goal recognition is the task of inferring usersโ€™ goals from sequences of observed actions. By enabling player-adaptive digital games to dynamically adjust their behavior in concert with playersโ€™ changing goals, goal recognition can inform adaptive decision making for a broad range of entertainment, training, and education applications. This paper presents a goal recognition framework based on Markov logic networks (MLN). The modelโ€™s parameters are directly learned from a corpus of actions that was collected through player interactions with a non-linear educational game. An empirical evaluation demonstrates that the MLN goal recognition framework accurately predicts playersโ€™ goals in a game environment with multiple solution paths.


Detecting Real Money Traders in MMORPG by Using Trading Network

AAAI Conferences

We have developed a method for detecting real money traders (RMTers) to support the operators of massively multiplayer online role-playing games (MMORPGs). RMTers, who earn currency in the real world by selling properties in the virtual world, tend to form alliances and frequently exchange a huge volume of virtual currency within such a community. The proposed method exploits (1) the trading network, to identify the communities of characters, and (2) the volume of trades, to estimate the likelihood of communities and characters becoming engaged in real money trading. The results of an experiment using actual log data from a commercial MMORPG showed that using the trading network is more effective in detecting RMTers than conventional machine learning methods that assess individual character without referring to the trading network.


Learning Probabilistic Behavior Models in Real-Time Strategy Games

AAAI Conferences

We study the problem of learning probabilistic models of high-level strategic behavior in the real-time strategy (RTS) game StarCraft. The models are automatically learned from sets of game logs and aim to capture the common strategic states and decision points that arise in those games. Unlike most work on behavior/strategy learning and prediction in RTS games, our data-centric approach is not biased by or limited to any set of preconceived strategic concepts. Further, since our behavior model is based on the well-developed and generic paradigm of hidden Markov models, it supports a variety of uses for the design of AI players and human assistants. For example, the learned models can be used to make probabilistic predictions of a player's future actions based on observations, to simulate possible future trajectories of a player, or to identify uncharacteristic or novel strategies in a game database. In addition, the learned qualitative structure of the model can be analyzed by humans in order to categorize common strategic elements. We demonstrate our approach by learning models from 331 expert-level games and provide both a qualitative and quantitative assessment of the learned model's utility.