kiting in rts games using influence maps
DESCRIPTION
Kiting in RTS Games Using Influence Maps. Alberto Uriarte and Santiago Ontañón. Drexel University Philadelphia. October 9, 2012. Outline. Introduction Problem Statement StarCraft and NOVA An Influence Map Approach to Kiting When Can Kiting Be Performed? Influence Maps for Kiting - PowerPoint PPT PresentationTRANSCRIPT
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Kiting in RTS Games Using Influence MapsAlberto Uriarte and Santiago Ontañón
Drexel UniversityPhiladelphia
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October 9, 2012
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Outline
Introduction Problem Statement StarCraft and NOVA An Influence Map Approach to Kiting When Can Kiting Be Performed? Influence Maps for Kiting Target Selection Kiting Algorithm
Empirical Evaluation 3 Different experiments
Conclusions and Future Work
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http://www.xkcd.com/1002/
Introduction
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Introduction
picture from Ben Weber
What is a Real-Time Strategy Game?
Macro Management Micro Management
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Introduction
Game Stochastic Incomplete information
Real time Complexity (state-space)
Chess NO NO NO 1047
Go NO NO NO 10171
Backgammon YES NO NO
Poker YES YES NO
StarCraft YES YES YES 1011,500
Adversarial planning under uncertainty Learning and opponent modeling Spatial and temporal reasoning
Challenges
All of this under real-time constrains
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Problem StatementWhat is kiting?
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Problem StatementWhat is kiting?
A BAttack Range
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Problem StatementWhat is kiting?
A B
Kiting: A exhibits a kiting behavior when it keeps a safe distance from B to reduce the damage taken from attacks of B while B keeps pursuing A.
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Problem StatementWhat is kiting?
BA
Perfect Kiting: When A is able to inflict damage to B without suffering any damage in return.
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Problem StatementWhat is kiting?
B
Sustained Kiting: When A is not able to cause enough damage to kill unit B, but B is also unable to kill A.
A
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Problem StatementWhat is kiting?
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StarCraft and NOVA
Information Manager
Strategy Manager
Build Manager
Planner Manager
Squad Manager
Squad Agent
Squad Agent
Production Manager
Worker Manager
Squad Agent
Combat Agent
Combat Agent
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An Influence Map Approach to KitingWhen Can Kiting Be Performed?
1.
A B
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turn 1
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An Influence Map Approach to KitingWhen Can Kiting Be Performed?
1.2.
A B
deceleration
A
attack time
turn 2
A
acceleration
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An Influence Map Approach to KitingWhen Can Kiting Be Performed?
1.2.
A B
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An Influence Map Approach to KitingInfluence Map
Abstract information of relevant areas (numerical influence).
Spatial partition (walk tile map).
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An Influence Map Approach to KitingInfluence Map
3 3 3
3 3 3 3 3
3 3 3 3
3 3 3 3 3
3 3 3
Influence Fields
Enemy unit
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An Influence Map Approach to KitingInfluence Map
1 1 1 1 1 1 1
1 1 1 4 4 4 1
3 3 3 4 4
3 3 4 4
3 3 3 4 4
3 3 4 1
1 1
Influence Fields
Walls
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An Influence Map Approach to KitingInfluence Map Example
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An Influence Map Approach to KitingTarget Selection
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An Influence Map Approach to KitingKiting Algorithmtick() {
target = targetSelection();if (canKite(target)) {
kitingAttack(target);} else {
attack(target);}
}
kitingAttack(target) {position = getSecurePosition(actualPos);if (position == actualPos) {
attack(target);} else {
move(position); // flee movement}
}
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Empirical EvaluationExperiment 1 – 1 Vulture vs 6 Zealots
vsSettings:1. Default behavior2. Influence Map (enemy)3. Influence Map (enemy + walls)4. IM + Target Selection (perfect kiting)
After 1.000 games with each setting
Setting 1 2 3 4
Games won
0.0 % 24.9 % 85.5 % 95.2 %
Set. 1 Set. 2 Set. 3 Set. 40
102030405060708090
100
Games won
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Empirical EvaluationExperiment 2 – 4 Vultures vs 6 Zealots
vsSettings:1. Default behavior2. Influence Map (enemy)3. Influence Map (enemy + walls)4. IM + Target Selection (perfect kiting)
After 1.000 games with each setting
Setting 1 2 3 4
Games won
0.0 % 98.8 % 100 % 100 %
Set. 1 Set. 2 Set. 3 Set. 40
102030405060708090
100
Games won
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Empirical EvaluationComparison between experiment 1 and 2
1 2 3 40
102030405060708090
100Mean enemy HP Mean self HP
Settings
% H
it Po
ints
1 2 3 40
20406080
100120140160180200 Mean game time
Settings
Gam
e fr
ames
1 2 3 40
20406080
100120140160180200 Mean game time
Settings
Gam
e fr
ames
Experiment 1 Experiment 2
1 2 3 40
102030405060708090
100Mean enemy HP Mean self HP
Settings
% H
it Po
ints
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Empirical EvaluationExperiment 3 – 1 Full Game
vsSettings:1. Default behavior2. Influence Map (enemy)3. Influence Map (enemy + walls)4. IM + Target Selection (perfect kiting)
After 1.000 games with each setting
Setting 1 4
Games won
17.6 %
96.0 %
Set. 1 Set. 40
102030405060708090
100
Games won
AIIDE 2011 Competition: http://www.youtube.com/watch?feature=player_detailpage&v=xXsx1ma3_ko#t=225s
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Conclusions and Future Work
Conclusions Future work
• Huge improvement when kiting is possible% victories increases 445.45% !!!
• Computationally tractable to be used in real-time conditions
• More complex kiting behavior• Earn time• Ambush (cooperation)