first seminar presentation
DESCRIPTION
Contains presentation of first seminar in my graduation projectTRANSCRIPT
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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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AGENDA
Problem Definition Theoretical Areas of Problem. Project Domain. Specific Problem Definition.
Motivations. Objectives. Project Background
Survey & Approach. Domain Platform. AI Engine Architecture.
Expected Deliverables. Development Tools. Project Time Plan. Web Resources & References.
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THEORETICAL AREAS
LearningMake the machine learn.
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THEORETICAL AREAS
PlanningPlan then re-plan according to new givens.
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THEORETICAL AREAS
Knowledge SharingLet everyone know instantly what you knew through experience.
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THEORETICAL AREAS - SUMMARY
LearningPlanningKnowledge Sharing
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PROJECT DOMAIN
RTS GamesReal-Time Strategy Games.
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PROBLEM DEFINITION
PredictabilityComputer Opponent actions easily predicted.
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PROBLEM DEFINITION
Non-AdaptabilityComputer Opponent doesn’t adapt to changes in human actions.
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PROBLEM DEFINITION
Static ScriptsComputer AI relies on static scripting techniques.
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PROBLEM DEFINITION
Experience LossThe Absence of sharing experience costs a lot.
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PROBLEM DEFINITION - SUMMARY
PredictabilityNon-AdaptabilityStatic Scripting Experience Loss
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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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WHY THIS DOMAIN
Rich Environment.
Severe Time Constraints – Real-Time AI – Many Objects – Imperfect Information – Micro-Actions
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WHY THIS DOMAIN
Active ResearchTheses and Papers are from 2003 to 2009.
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WHY THIS DOMAIN
Wars SimulationResearch in this field contributes to the modern warfare Research.
Half of The USA’s Army will be robots in the coming years.
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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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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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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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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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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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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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GAME ENGINE
AIEngine
That’s our guy
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AI ENGINE ARCHITECTURE
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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