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Bulitko
Procedurally generating rich, naturally behaving AI-controlled video game characters is an important open problem. In this paper we focus on a particular aspect of non-playable character (NPC) behavior, long favored by science-fiction writers. Specifically, we study the effects of self-knowledge on NPC behavior. To do so we adopt the well-known framework of agent-centered real-time heuristic search applied to the standard pathfinding task on video-game maps. Such search agents normally use a heuristic function to guide them around a map to the goal state.
Uriarte
A significant amount of work exists on handling partial observability for different game genres in the context of game tree search. However, most of those techniques do not scale up to RTS games. In this paper we present an experimental evaluation of a recently proposed technique, "single believe state generation," in the context of StarCraft. We evaluate the proposed approach in the context of a StarCraft playing bot and show that the proposed technique is enough to bring the performance of the bot close to the theoretical optimal where the bot can observe the whole game state.
Churchill
Real-Time Strategy games have become a popular test-bed for modern AI system due to their real-time computational constraints, complex multi-unit control problems, and imperfect information. One of the most important aspects of any RTS AI system is the efficient control of units in complex combat scenarios, also known as micromanagement. Recently, a model-based heuristic search technique called Portfolio Greedy Search (PGS) has shown promisingpaper we present the first integration of PGS into the StarCraft game engine, and compare its performance to the current state-of-the-art deep reinforcement learning method in several benchmark combat scenarios. We then perform theperformance for providing real-time decision making in RTS combat scenarios, but has so far only been tested in SparCraft: an RTS combat simulator. In this same experiments within the SparCraft simulator in order to investigate any differences between PGS performance in the simulator and in the actual game. Lastly, we investigate how varying parameters of the SparCraft simulator affect the performance of PGS in the StarCraft game engine. We demonstrate that the performance of PGS relies heavily on the accuracy of the underlying model, outperforming other techniques only for scenarios where the SparCraft simulation model more accurately matches the StarCraft game engine.
Abdi Oskouie
Real-time heuristic search algorithms follow the agent-centered search paradigm wherein the agent has access only to information local to the agent's current position in the environment. This allows agents with constant-bounded computational faculties (e.g., memory) to take on search problems of progressively increasing sizes. As the agent's memory does not scale with the size of the search problem, the heuristic must necessarily be stored externally, in the environment. Storing the heuristic in the environment brings the extra challenge of read/write errors. In video games, introducing error artificially to the heuristics can make the non-player characters (NPC) behave more naturally. In this paper, we evaluate effects of such errors on real-time heuristic search algorithms. In particular, we empirically study the effects of heuristic read redundancy on algorithm performance and compare its effects to the existing technique of using weights in heuristic learning. Finally, we evaluate a recently proposed technique of correcting the heuristic with a one-step error term in the presence of read/write error.
Sigurdson
Real-time heuristic search algorithms are used for creating agents that rely on local information and move in a bounded amount of time making them an excellent candidate for video games as planning time can be controlled. Path finding on video game maps has become the de facto standard for evaluating real-time heuristic search algorithms. Over the years researchers have worked to identify areas where these algorithms perform poorly in an attempt to mitigate their weaknesses. Recent work illustrates the benefits of tailoring algorithms for a given problem as performance is heavily dependent on the search space. In order to determine which algorithm to select for solving the search problems on a map the developer would have to run all the algorithms in consideration to obtain the correct choice. Our work extends the previous algorithm selection approach to use a deep learning classifier to select the algorithm to use on new maps without having to evaluate the algorithms on the map. To do so we select a portfolio of algorithms and train a classifier to predict which portfolio member to use on a unseen new map. Our empirical results show that selecting algorithms dynamically can outperform the single best algorithm from the portfolio on new maps, as well provide the lower bound for potential improvements to motivate further work on this approach.
Osborn
Platformers and action-adventure games have high-dimensional state spaces with difficult, non-linear constraints on character movement; even worse, game environments often respond to the player in complex ways that can cause exponential expansion of the planning search space. Planning problems in these high-dimensional spaces generally require domain-specific knowledge and manually abstracted models of game rules to replicate the intuition of human designers or playtesters. In this work, we outline a system for modeling these complex games at a precise and low level in terms of hybrid automata. With this representation, standard incremental search algorithms can be used to answer reachable-region queries, taking advantage of the domain information embedded in the system.
Barriga
A commonly used technique for managing AI complexity in real-time strategy (RTS) games is to use action and/or state abstractions. High-level abstractions can often lead to good strategic decision making, but tactical decision quality may suffer due to lost details. A competing method is to sample the search space which often leads to good tactical performance in simple scenarios, but poor high-level planning. We propose to use a deep convolutional neural network (CNN) to select among a limited set of abstract action choices, and to utilize the remaining computation time for game tree search to improve low level tactics. The CNN is trained by supervised learning on game states labelled by Puppet Search, a strategic search algorithm that uses action abstractions. The network is then used to select a script -- an abstract action --- to produce low level actions for all units. Subsequently, the game tree search algorithm improves the tactical actions of a subset of units using a limited view of the game state only considering units close to opponent units. Experiments in the microRTS game show that the combined algorithm results in higher win-rates than either of its two independent components and other state-of-the-art microRTS agents. To the best of our knowledge, this is the first successful application of a convolutional network to play a full RTS game on standard game maps, as previous work has focused on sub-problems, such as combat, or on very small maps.
Šmejkal
In this paper we tackle a problem of tile-based combat in the turn-based strategy (space 4X) video game Children of the Galaxy (CotG). We propose an improved version of Monte Carlo tree search (MCTS) called MCTS considering hit points (MCTS_HP). We show MCTS_HP is superior to Portfolio greedy search (PGS), MCTS and NOKAV reactive agent in small to medium combat scenarios. MCTS_HP performance is shown to be stable when compared to PGS, while it is also more time-efficient than regular MCTS. In smaller scenarios, the performance of MCTS_HP with 100 millisecond time limit is comparable to MCTS with 2 seconds time limit. This fact is crucial for CotG as the combat outcome assessment is precursor to many strategical decisions in CotG game. Finally, if we fix the amount of search time given to the combat agent, we show that different techniques dominate different scales of combat situations. As the result, if search-based techniques are to be deployed in commercial products, a combat agent will need to be implemented with portfolio of techniques it can choose from given the complexity of situation it is dealing with to smooth gameplay experience for human players.
Learning MAX-SAT from Contextual Examples for Combinatorial Optimisation
Kumar, Mohit, Kolb, Samuel, Teso, Stefano, De Raedt, Luc
Combinatorial optimisation problems are ubiquitous in artificial intelligence. Designing the underlying models, however, requires substantial expertise, which is a limiting factor in practice. The models typically consist of hard and soft constraints, or combine hard constraints with an objective function. We introduce a novel setting for learning combinatorial optimisation problems from contextual examples. These positive and negative examples show - in a particular context - whether the solutions are good enough or not. We develop our framework using the MAX-SAT formalism as it is simple yet powerful setting having these features. We study the learnability of MAX-SAT models. Our theoretical results show that high-quality MAX-SAT models can be learned from contextual examples in the realisable and agnostic settings, as long as the data satisfies an intuitive "representativeness" condition. We also contribute two implementations based on our theoretical results: one leverages ideas from syntax-guided synthesis while the other makes use of stochastic local search techniques. The two implementations are evaluated by recovering synthetic and benchmark models from contextual examples. The experimental results support our theoretical analysis, showing that MAX-SAT models can be learned from contextual examples. Among the two implementations, the stochastic local search learner scales much better than the syntax-guided implementation while providing comparable or better models.
The Weights can be Harmful: Pareto Search versus Weighted Search in Multi-Objective Search-Based Software Engineering
In presence of multiple objectives to be optimized in Search-Based Software Engineering (SBSE), Pareto search has been commonly adopted. It searches for a good approximation of the problem's Pareto optimal solutions, from which the stakeholders choose the most preferred solution according to their preferences. However, when clear preferences of the stakeholders (e.g., a set of weights which reflect relative importance between objectives) are available prior to the search, weighted search is believed to be the first choice since it simplifies the search via converting the original multi-objective problem into a single-objective one and enable the search to focus on what only the stakeholders are interested in. This paper questions such a "weighted search first" belief. We show that the weights can, in fact, be harmful to the search process even in the presence of clear preferences. Specifically, we conduct a large scale empirical study which consists of 38 systems/projects from three representative SBSE problems, together with two types of search budget and nine sets of weights, leading to 604 cases of comparisons. Our key finding is that weighted search reaches a certain level of solution quality by consuming relatively less resources at the early stage of the search; however, Pareto search is at the majority of the time (up to 77% of the cases) significantly better than its weighted counterpart, as long as we allow a sufficient, but not unrealistic search budget. This, together with other findings and actionable suggestions in the paper, allows us to codify pragmatic and comprehensive guidance on choosing weighted and Pareto search for SBSE under the circumstance that clear preferences are available. All code and data can be accessed at: https://github.com/ideas-labo/pareto-vs-weight-for-sbse.