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Online Evolution for Multi-Action Adversarial Games Niels Justesen IT University of Copenhagen Tobias Mahlmann Lund University Julian Togelius New York University

Online evolution for multi action adversarial games

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Online Evolution for Multi-Action Adversarial Games

Niels Justesen IT University of Copenhagen

Tobias Mahlmann Lund University

Julian Togelius New York University

Multi-action games

Sid Meier's Civilizations Heroes of Might and Magic Advance Wars

Hero Academy

https://github.com/njustesen/hero-aicademy

● 5 action points each turn○ Movement ■

○ Healing ■

○ Attacking ■

○ Equipping ■

○ Swapping ■

● Branching factor:○ One action: ~60

○ One turn: 605 = 7.78 × 108

= 778,000,000

Hero Academy

Hand-written heuristic

(b) Bonus added to units on special squares.(a) Bonus added to units with items.

Search algorithms in Hero Academy

● 1-ply search

○ Greedy on action-level

● 5-ply (1 turn) depth-first search

○ ~500,000 unique outcomes evaluated each turn (6 seconds)

○ Action pruning and sorting

○ Similar to MiniMax search depth-limited to 5 plies

○ Greedy on turn-level

Monte Carlo Tree Search

Chaslot, Guillaume, et al. "Monte-Carlo Tree Search: A New Framework for Game AI." AIIDE. 2008.

MCTS in Hero Academy

● No longer an anytime algorithm

● Rollouts have negative effects - use the evaluation function

● ~200 unique outcomes evaluated each turn (6 seconds)

● Side effect of best-first searches in multi-action games: avoids searching the

opponents turn

Comparison

Online Evolution

Rolling Horizon EvolutionPerez, Diego, et al. "Rolling horizon evolution versus tree search for navigation in single-player real-time games", 2013

Online Evolution

● Population size of 100

● 50% elitism

● Random selection of parents

● Uniform crossover

● 10% mutation rate

Online Evolution in Hero Academy

● ~10,000 unique outcomes evaluated each turn (6 seconds)

● ~3,500 generations each turn on average

Future work● Considering opponent actions

○ Rollouts

○ Competitive co-evolution

● Evolving heuristics○ Parameter tuning of existing heuristic

○ 1-ply evolution

○ NEAT / Deep Learning

● MCTS variations for Hero Academy

● Online Evolution in multi-action games with more actions

Questions?

Email: [email protected]

Hero AIcademy: https://github.com/njustesen/hero-aicademy