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ADAPTIVE INTELLIGENT AGENT IN REAL-TIME STRATEGY GAMES An Introduction

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ADAPTIVE INTELLIGENT AGENT IN REAL-TIME STRATEGY GAMES

An Introduction

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PROJECT MEMBERS

Omar Enayet

Amr Saqr

Ahmed Atta

Abdelrahman Al-Ogail

Dr. Mostafa Aref

Dr. Ibrahim Fathy

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WHY THIS MEETING?

Sponsoring us in MIE competition. Get feedback from business wise industry. Get into business:

Production of a commercial AI Engine for RTS Games.

Embedding the developed AI in a commercial game.

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AGENDA

Problem Definition. Project Challenges. Motivations. Objectives. Domain Platform. Project Background

Survey. Approaches. AI Engine Architecture.

Expected Deliverables. Development Tools. Project Time Plan. Web Resources & References.

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PROBLEM DEFINITION

Static ScriptsComputer AI relies completely on static scripting techniques.

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PROBLEM DEFINITION

Experience LossThe Absence of sharing experience costs a lot.

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PROJECT CHALLENGES

PredictabilityComputer Opponent actions easily predicted.

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PROJECT CHALLENGES

Non-AdaptabilityComputer Opponent doesn’t adapt to changes in human actions.

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PROJECT CHALLENGES - DETAILS

Resource management.

Recognize current situation.

City building.

Reconnaissance.

Learning

AI opponent gets in the same trap repeatedly

Know safe map locations and get away from kill

zones

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PROJECT CHALLENGES - DETAILS

More strategies less tactics.

Construct consistent army (solders, tanks,

planes).

Think about reinforcements.

How to retreat.

Setup and detect ambushes.

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PROJECT CHALLENGES - DETAILS

Opponent Modeling :

Know how human player attacks and which units

he favors

Does the player rushes ?

Does the player rely on units that require certain

resources?

Does he frequently build a number of critical

structures in a poorly defensive place?

Are his attacks balanced? ( rock, paper, scissors

example)

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MOTIVATIONS

InterestedIn Machine Learning

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MOTIVATIONS

InterestedIn RTS Games

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MOTIVATIONS

MeetsOur Career Ambitions as AI Programmers

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OBJECTIVES

Adaptive A.I.Making the Computer Opponent adapt to changes like human do.

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OBJECTIVES

Mobile Experience

Making Sharing Experience Possible Among Machines

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PLATFORM – NOT CHOSEN

ORTSAn Open-Source RTS Game

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PLATFORM – NOT CHOSEN

WargusAn Open-Source RTS Game based in Stratagus Game Engine

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PLATFORM – THE CHOSEN ONE

BosWarsAn Open-Source RTS Game based in Stratagus Game Engine

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SURVEY

Asking ExpertsAlex Champandard, Eric Kok and more.

Alex Champandard Eric Kok

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SURVEY

Reference BookThe Book “AI Game Engine Programming” talks about the drawbacks

in learning and planning in RTS Games.

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SURVEY

Recent PapersWe Collected more than 30 papers concerning this field, different in their way of approaching the problem and the techniques used to

solve the problem. Examples of them are above ^

•Adaptive Reinforcement Learning Agents in RTS Games

•Case-based planning and execution for real-time strategy games.

•Transfer Learning in Real-Time Strategy Games Using Hybrid CBR/RL

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APPROACHES - TECHNIQUES

Reinforcement LearningA Sub-Science of Machine Learning.

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APPROACHES - TECHNIQUES

Case-Based PlanningPlanning using Case-based reasoning.

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APPROACHES - TECHNIQUES

BDI Agents Tech.Beliefs-Desires-Intentions Agents.

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TECHNIQUES - SUMMARY

Reinforcement Learning

Case-Based PlanningBDI-Agent Tech.

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APPROACHES - LANGUAGES

C++The Main Language our Open Source Game is coded with.

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APPROACHES - LANGUAGES

2APLAn Agent-Oriented Language.

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APPROACHES - LANGUAGES

LUAA Scripting Language widely used in Video-Games.

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AI ENGINE ARCHITECTURE

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PROJECT TIME PLAN

Specifying project problem

Survey on recent research

Building background in general Game AI

Searching for open-source platform

Developing UML of BosWars

Building background on Machine Learning techniques

Developing a framework for each technique

Integrating techniques within platform

Testing

Documentation

1-Sep-09 21-Oct-09 10-Dec-09 29-Jan-10 20-Mar-10 9-May-10

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EXPECTED DELIVERABLES

Enhanced AI EngineAn AI Engine which makes the computer behavior in the game as

human as possible.

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EXPECTED DELIVERABLES

Experimental ResultsComparison of the results of the enhanced AI Engine with ordinary

static AI.

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Visual Studio 2008 Professional Edition

2APL Environment C++ Libraries : Boost, Guichan ..etc.

DEVELOPMENT TOOLS

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Project Blog : http://rtsairesearch.wordpress.com/

SVN Repository : https://mzrtaiengine.googlecode.com/svn/trunk/

WEB RESOURCES

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Book : AI Game Engine Programming Book : Artificial Intelligence for Games The Most Important Papers/Theses :

Thanks

REFERENCES

•Eric Kok - Adaptive Reinforcement Learning Agents in RTS Games –– Master Thesis – University of Utrecht - 2008

•Santi Onta˜n´on, Kinshuk Mishra, Neha Sugandh, and Ashwin Ram. Case-basedplanning and execution for real-time strategy games. In Proceedings of ICCBR - 2007 - 2007

•Manu Sharma, Michael Holmes, Juan Carlos Santamaria, Arya Irani, Charles Lee Isbell Jr., Ashwin Ram: Transfer Learning in Real-Time Strategy Games Using Hybrid CBR/RL. IJCAI 2007: 1041-1046

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WEB REFERENCES

http://gadgets.softpedia.com/news/US-Soldiers-Will-be-Half-Robots-Half-Human-by-2015-1334-01.html

http://www.france24.com/en/20090205-sciences-usa-robot-future-american-army-videogame-soldiers-machine