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Hierarchical Adversarial Search Applied to Real-Time Strategy Games

AAAI Conferences

Real-Time Strategy (RTS) video games have proven to be a very challenging application area for artificial intelligence research. Existing AI solutionsare limited by vast state and action spaces and real-time constraints. Most implementations efficiently tackle various tactical or strategic sub-problems, but there is no single algorithm fast enough to be successfully applied to big problem sets (such as a complete instance of the StarCraft RTS game). This paper presents a hierarchical adversarial search framework which more closely models the human way of thinking --- much like the chain of command employed by the military. Each level implements a different abstraction --- from deciding how to win the game at the top of the hierarchy to individual unit orders at the bottom. We apply a 3-layer version of our model to SparCraft ---a StarCraft combat simulator --- and show that it outperforms state of the art algorithms such as Alpha-Beta, UCT, and Portfolio Search in large combat scenarios featuring multiple bases and up to 72 mobile units per player under real-time constraints of 40 ms per search episode.


Sustainable Policy Making: A Strategic Challenge for Artificial Intelligence

AI Magazine

Policy making is an extremely complex process occurring in changing environments and affecting the three pillars of sustainable development: society, economy and the environment. Each political decision in fact implies some form of social reactions, it affects economic and financial aspects and has substantial environmental impacts. Improving decision making in this context could have a huge beneficial impact on all these aspects. There are a number of Artificial Intelligence techniques that could play an important role in improving the policy making process such as decision support and optimization techniques, game theory, data and opinion mining and agent-based simulation. We outline here some potential use of AI technology as it emerged by the European Union (EU) EU FP7 project ePolicy: Engineering the Policy Making Life-Cycle, and we identify some potential research challenges.


Exploring Narrative Structure with MMORPG Quest Stories

AAAI Conferences

In this paper we present a corpus of quest stories taken from a popular commercial Massively Multiplayer Online Role-Playing Game (MMORPG). These stories are open-ended narrative, but anchored to formal, in-game actions and entities, providing valuable constraint as a narrative corpus. We present two preliminary experiments establishing baselines for evaluating similar patterns and content across the corpus.


Domain-Specific Sentiment Classification for Games-Related Tweets

AAAI Conferences

Sentiment classification provides information about the author's feeling toward a topic through the use of expressive words. However, words indicative of a particular sentiment class can be domain-specific. We train a text classifier for Twitter data related to games using labels inferred from emoticons. Our classifier is able to differentiate between positive and negative sentiment tweets labeled by emoticons with 75.1% accuracy. Additionally, we test the classifier on human-labeled examples with the additional case of neutral or ambiguous sentiment. Finally, we have made the data available to the community for further use and analysis.


Educational Neurogaming: EEG-Controlled Videogames as Interactive Teaching Tools For Introductory Neuroscience

AAAI Conferences

In order to advance the field of neuroscience, we must continue motivating youth to pursue science education. In this report we tested the idea of combining neurogaming with education. We developed a pair of electroencephalography (EEG)-controlled neurogames using inexpensive and/or free tools to teach students about the fundamentals of neuroscience and brain machine interfaces (BMI) through a fun, interactive activity. We report on the particular concepts they allowed us to introduce, the techniques and methods we used, and the effect of the activities on stimulating students’ interest in neuroscience, and discuss how to optimize the learning experience. We conclude that educational neurogames could be a key tool for furthering and motivating neuroscience education.


Game Design for Classical AI

AAAI Conferences

Reasoning using expressive symbolic representations is a central theme of AI research, yet there are surprisingly few deployed games, even within the AIIDE research community, that use this sort of “classical” AI. This is partly due to practical and methodological issues, but also due to fundamental mismatches between current game genres and classical AI systems. I will argue that if we want to build games that leverage high-end classical AI techniques like commonsense reasoning and natural language processing, we will also have to develop new game genres and mechanics that better exploit those capabilities. I will also present a design sketch of a game that explores potential game mechanics for classical AI.


Sequential Pattern Mining in StarCraft: Brood War for Short and Long-Term Goals

AAAI Conferences

A wide variety of strategies have been used to create agents in the growing field of real-time strategy AI. However, a frequent problem is the necessity of hand-crafting competencies, which becomes prohibitively difficult in a large space with many corner cases. A preferable approach would be to learn these competencies from the wealth of expert play available. We present a system that uses the Generalized Sequential Pattern (GSP) algorithm from data mining to find common patterns in StarCraft:Brood War replays at both the micro- and macro-level, and verify that these correspond to human understandings of expert play. In the future, we hope to use these patterns to learn tasks and goals in an unsupervised manner for an HTN planner.


High-Level Representations for Game-Tree Search in RTS Games

AAAI Conferences

From an AI point of view, Real-Time Strategy (RTS) games are hard because they have enormous state spaces, they are real-time and partially observable. In this paper, we explore an approach to deploy game-tree search in RTS games by using game state abstraction, and explore the effect of using different abstractions over the game state. Different abstractions capture different parts of the game state, and result in different branching factors when used for game-tree search algorithms. We evaluate the different representations using Monte Carlo Tree Search in the context of StarCraft.


Learning Micro-Management Skills in RTS Games by Imitating Experts

AAAI Conferences

We investigate the problem of learning the control of small groups of units in combat situations in Real Time Strategy (RTS) games. AI systems may acquire such skills by observing and learning from expert players, or other AI systems performing those tasks. However, access to training data may be limited, and representations based on metric information -- position, velocity, orientation etc. -- may be brittle, difficult for learning mechanisms to work with, and generalise poorly to new situations. In this work we apply \textit{qualitative spatial relations} to compress such continuous, metric state-spaces into symbolic states, and show that this makes the learning problem easier, and allows for more general models of behaviour. Models learnt from this representation are used to control situated agents, and imitate the observed behaviour of both synthetic (pre-programmed) agents, as well as the behaviour of human-controlled agents on a number of canonical micro-management tasks. We show how a Monte-Carlo method can be used to decompress qualitative data back in to quantitative data for practical use in our control system. We present our work applied to the popular RTS game Starcraft.


Optimizing Player Experience in Interactive Narrative Planning: A Modular Reinforcement Learning Approach

AAAI Conferences

Recent years have witnessed growing interest in data-driven approaches to interactive narrative planning and drama management. Reinforcement learning techniques show particular promise because they can automatically induce and refine models for tailoring game events by optimizing reward functions that explicitly encode interactive narrative experiences’ quality. Due to the inherently subjective nature of interactive narrative experience, designing effective reward functions is challenging. In this paper, we investigate the impacts of alternate formulations of reward in a reinforcement learning-based interactive narrative planner for the Crystal Island game environment. We formalize interactive narrative planning as a modular reinforcement-learning (MRL) problem. By decomposing interactive narrative planning into multiple independent sub-problems, MRL enables efficient induction of interactive narrative policies directly from a corpus of human players’ experience data. Empirical analyses suggest that interactive narrative policies induced with MRL are likely to yield better player outcomes than heuristic or baseline policies. Furthermore, we observe that MRL-based interactive narrative planners are robust to alternate reward discount parameterizations.