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Uriarte

AAAI Conferences

Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or "simulator") of the game at hand. However, in some games such forward model is not readily available. In this paper we address the problem of automatically learning forward models (more specifically, combats models) for two-player attrition games. We report experiments comparing several approaches to learn such combat model from replay data to models generated by hand. We use StarCraft, a Real-Time Strategy (RTS) game, as our application domain. Specifically, we use a large collection of already collected replays, and focus on learning a combat model for tactical combats.


Geffner

AAAI Conferences

IW(1) is a simple search algorithm that assumes that states can be characterized in terms of a set of boolean features or atoms. IW(1) consists of a standard breadth-first search with one variation: a newly generated state is pruned if it does not make a new atom true. Thus, while a breadth-first search runs in time that is exponential in the number of atoms, IW(1) runs in linear time. Variations of the algorithm have been shown to yield state-of-the-art results in classical planning and more recently in the Atari video games. In this paper, we use the algorithm for selecting actions in the games of the general video-game AI competition (GVG-AI) which, unlike classical planning problems and the Atari games, are stochastic. We evaluate a variation of the algorithm over 30 games under different time windows using the number of wins as the performance measure. We find that IW(1) does better than the sample MCTS and OLMCTS controllers for all time windows with the performance gap growing with the window size. The exception are the puzzle-like games where all the algorithms do poorly. For such problems, we show that much better results can be obtained with the IW(2) algorithm, which is like IW(1), except that states are pruned in the breadth-first search when they fail to make true a new pair of atoms.


Churchill

AAAI Conferences

Online strategy video games offer several unique challenges to the field of AI research. Due to their large state and action spaces, existing search algorithms have difficulties in making strategically strong decisions. Additionally, the nature of competitive on-line video games adds the requirement that game designers be able to tweak game properties regularly when strategic imbalances are found. This means that an AI system for a game like this needs to be robust to such changes and less reliant on expert knowledge. This paper makes two main contributions to advancing the state of the art for AI in modern strategy video games which have large state and action spaces.


Barriga

AAAI Conferences

Real-Time Strategy (RTS) games have shown to be very resilient to standard adversarial tree search techniques. Recently, a few approaches to tackle their complexity have emerged that use game state or move abstractions, or both. Unfortunately, the supporting experiments were either limited to simpler RTS environments (uRTS, SparCraft) or lack testing against state-of-the-art game playing agents. Here, we propose Puppet Search, a new adversarial search framework based on scripts that can expose choice points to a look-ahead search procedure. Selecting a combination of a script and decisions for its choice points represents a move to be applied next. Such moves can be executed in the actual game, thus letting the script play, or in an abstract representation of the game state which can be used by an adversarial tree search algorithm. Puppet Search returns a principal variation of scripts and choices to be executed by the agent for a given time span. We implemented the algorithm in a complete StarCraft bot. Experiments show that it matches or outperforms all of the individual scripts that it uses when playing against state-of-the-art bots from the 2014 AIIDE StarCraft competition.


Bulitko

AAAI Conferences

Real-time heuristic search is suitable for time-sensitive pathfinding and planning tasks when an AI-controlled non-playable character must interleave its planning and plan execution. Since its inception in the early 90s, numerous real-time heuristic search algorithms have been proposed. Many of the algorithms also have control parameters leaving a practitioner with a bewildering array of choices. Recent work treated the task of algorithm and parameter selection as a search problem in itself. Such automatically found algorithms outperformed previously known manually designed algorithms on the standard video-game pathfinding benchmarks. In this paper we follow up by selecting an algorithm and parameters automatically per map. Our sampling-based approach is efficient on the standard video-game pathfinding benchmarks. We also apply the approach to per-problem algorithm selection and while it is effective there as well, it is not practical. We offer suggestions on making it so.


Borodovski

AAAI Conferences

The ability to distract opponents is a key mechanic in many stealth games. Existing search-based approaches to stealth analysis, however, focus entirely on solving the non-detection problem, for which they rely on static, ahead-of-time models of guard movements that do not depend on player interaction. In this work we extend and optimize an approach based on heuristic search of stealth games to model variation in guard paths as dynamically triggered by player actions. Our design is expressive, accommodating different distraction designs, including remote activation and time delays. Using a Unity3D implementation, we show our enhanced search can solve distraction puzzles found in real games, as well as more complex, multiple-distraction level designs. Our work shows how heuristic search can be applied to dynamically determined contexts, and significantly extends the ability to model and solve stealth games.


Wang

AAAI Conferences

Portfolio Online Evolution is a novel method for playing real-time strategy games through evolutionary search in the space of assignments of scripts to individual game units. This method builds on and recombines two recently devised methods for playing multi-action games: (1) Portfolio Greedy Search, which searches in the space of heuristics assigned to units rather than in the space of actions, and (2) Online Evolution, which uses evolution rather than tree search to effectively play games where multiple actions per turn lead to enormous branching factors. The combination of both ideas lead to the use of evolution to search the space of which script/heuristic is assigned to which unit. In this paper, we introduce the ideas of Portfolio Online Evolution and apply it to StarCraft micro, or individual battles. It is shown to outperform all other tested methods in battles of moderate to large size.


Uriarte

AAAI Conferences

Applying game-tree search techniques to RTS games poses a significant challenge, given the large branching factors involved. This paper studies an approach to incorporate knowledge learned offline from game replays to guide the search process. Specifically, we propose to learn Naive Bayesian models predicting the probability of action execution in different game states, and use them to inform the search process of Monte Carlo Tree Search. We evaluate the effect of incorporating these models into several Multiarmed Bandit policies for MCTS in the context of StarCraft, showing a significant improvement in gameplay performance.


Mariño

AAAI Conferences

In this paper we introduce a computational model based on the concept of symmetry to generate visually pleasing maps of platform games. We cast the problem of generating symmetrical maps as an optimization task and propose a heuristic search algorithm to solve it. A user study using a platform game shows the advantage of our method over other approaches in terms of visual aesthetics and enjoyment. Another user study shows that our method is able to generate maps as visually pleasing as maps created by professional designers.


Farrell

AAAI Conferences

Novelty pruning is a simple enhancement that can be added to most planners. A node is removed unless it is possible to find a set of n literals which are true in the current state and have never all been true in any of that plan's previous states. Expanding on the success of the Iterated Width algorithm in classical planning and general game playing, we apply this technique to narrative planning. Using a suite of 8 benchmark narrative planning problems, we demonstrate that novelty pruning can be used with breadth-first search to solve smaller problems optimally and combined with heuristic search to solve larger problems faster. We also demonstrate that when many solutions to the same problem are generated, novelty pruning can produce a wider variety of solutions in some domains.