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RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

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RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games
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Page 1: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

RADHA-KRISHNA BALLA19 FEBRUARY, 2009

UCT for Tactical Assault Battles in Real-Time Strategy

Games

Page 2: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Overview

I. IntroductionII. Related WorkIII. MethodIV. Experiments & ResultsV. Conclusion

Page 3: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

I. IntroductionII. Related WorkIII. MethodIV. Experiments & ResultsV. Conclusion

Page 4: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Domain

RTS games Resource Production Tactical Planning

Tactical Assault battles

Page 5: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

RTS game - Wargus

Screenshot of a typical battle scenario in Wargus

Page 6: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Planning problem

Large state spaceTemporal actionsSpatial reasoningConcurrencyStochastic actionsChanging goals

Page 7: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

I. IntroductionII. Related WorkIII. MethodIV. Experiments & ResultsV. Conclusion

Page 8: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Related Work

Board games โ€“ bridge, poker, Go etc., Monte Carlo simulations

RTS games Resource Production

Means-ends analysis โ€“ Chan et al., Tactical Planning

Monte Carlo simulations โ€“ Chung et al., Nash strategies โ€“ Sailer et al., Reinforcement learning โ€“ Wilson et al.,

Bandit-based problems, Go UCT โ€“ Kocsis et al., Gelly et al.,

Page 9: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Our Approach

Monte Carlo simulationsUCT algorithm

Advantage Complex plans from simple abstract actions Exploration/Exploitation tradeoff Changing goals

Page 10: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

I. IntroductionII. Related WorkIII. MethodIV. Experiments & ResultsV. Conclusion

Page 11: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Method

Planning architectureUCT AlgorithmSearch space formulationMonte Carlo simulationsChallenges

Page 12: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Planning Architecture

Online Planner

State space abstraction Grouping of units

Abstract actions Join(G) Attack(f,e)

Page 13: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

UCT Algorithm

Exploration/Exploitation tradeoffMonte Carlo simulation โ€“ get subsequent

statesSearch tree

Root node โ€“ current state Edges โ€“ available actions Intermediate nodes โ€“ subsequent states Leaf nodes โ€“ terminal states

Rollout-based constructionValue estimates

Page 14: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

UCT Algorithm โ€“ Pseudo Code 1

At each interesting time point in the game:build_UCT_tree(current state);choose argmax action(s) based on the UCT policy; execute the aggregated actions in the actual game;wait until one of the actions get executed;

 build_UCT_tree(state):for each UCT pass do

run UCT_rollout(state);

(.. continued)

Page 15: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

UCT Algorithm โ€“ Pseudo Code 2

UCT_rollout(state): recursive algorithm

if leaf node reached thenestimate final reward; propagate reward up the tree and update value functions; return;populate possible actions;

if all actions explored at least once thenchoose the action with best value function; else if there exists unexplored actionchoose an action based on random sampling;

run Monte-Carlo simulation to get next state based on current state and action;

call UCT_rollout(next state);

Page 16: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

UCT Algorithm - Formulae

๐‘„+แˆบ๐‘ ,๐‘Žแˆป= ๐‘„แˆบ๐‘ ,๐‘Žแˆป + ๐‘ร— เถจ๐‘™๐‘œ๐‘”๐‘›แˆบ๐‘ แˆป๐‘›แˆบ๐‘ ,๐‘Žแˆป

๐œ‹แˆบ๐‘ แˆป= ๐‘Ž๐‘Ÿ๐‘”๐‘š๐‘Ž๐‘ฅ๐‘Ž ๐‘„+แˆบ๐‘ ,๐‘Žแˆป

๐‘›แˆบ๐‘ ,๐‘Žแˆป โ† ๐‘›แˆบ๐‘ ,๐‘Žแˆป + 1 ๐‘›แˆบ๐‘ แˆป โ† ๐‘›แˆบ๐‘ แˆป + 1

๐‘„แˆบ๐‘ ,๐‘Žแˆป โ†๐‘„แˆบ๐‘ ,๐‘Žแˆป + 1๐‘›แˆบ๐‘ ,๐‘Žแˆปแˆพ๐‘…โˆ’ ๐‘„แˆบ๐‘ ,๐‘Žแˆปแˆฟ

Action Selection:

Value Updation:

Page 17: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Search Space Formulation

Abstract State Friendly and enemy groups

Hit points Location

Current actions Current time

Calculation of group hit points:

Calculation of mean location: centroid

๐ป๐‘ƒ(๐บ) = ( เถฅ๐ป๐‘ƒ๐‘–)2

๐‘๐‘ข๐‘š๐‘๐‘’๐‘Ÿ ๐‘œ๐‘“ ๐‘Ž๐‘๐‘ก๐‘–๐‘œ๐‘› ๐‘โ„Ž๐‘œ๐‘–๐‘๐‘’๐‘ = แ‰€๐‘›๐‘“๐‘Ÿ๐‘–๐‘’๐‘›๐‘‘๐‘™๐‘ฆ2 แ‰ + ๐‘›๐‘“๐‘Ÿ๐‘–๐‘’๐‘›๐‘‘๐‘™๐‘ฆ โˆ—๐‘›๐‘’๐‘›๐‘’๐‘š๐‘ฆ

Page 18: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Monte Carlo Simulations

Domain-specificActual game play โ€“ Wargus

Join actions Attack actions

Reward calculation โ€“ objective function Time Hit points

Note: Partial simulations (time cutoff)

Page 19: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Domain-specific Challenges

State space abstraction Grouping of units (proximity-based)

Concurrency Aggregation of actions

Join actions โ€“ simple Attack actions โ€“ complex (partial simulations)

Page 20: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Planning problem - revisited

Large state space โ€“ abstractionTemporal actions โ€“ Monte Carlo simulationsSpatial reasoning โ€“ Monte Carlo simulationsConcurrency โ€“ aggregation of actionsStochastic actions โ€“ UCT (online planning)Changing goals โ€“ UCT (different objective

functions)

Page 21: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

I. IntroductionII. Related WorkIII. MethodIV. Experiments & ResultsV. Conclusion

Page 22: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Experiments

# Scenario Name

# of friendly groups

Friendly groups

composition# of enemy

groupsEnemy groups composition

# of possible โ€˜Joinโ€™ actions

# of possible โ€˜Attackโ€™ actions

Total # of possible actions

1 2vs2 2 {6,6} 2 {5,5} 1 4 5

2 3vs2 3 {6,2,4} 2 {5,5} 3 6 9

3 4vs2_1 4 {2,4,2,4} 2 {5,5} 6 8 14

4 4vs2_2 4 {2,4,2,4} 2 {5,5} 6 8 14

5 4vs2_3 4 {2,4,2,4} 2 {5,5} 6 8 14

6 4vs2_4 4 {2,4,2,4} 2 {5,5} 6 8 14

7 4vs2_5 4 {2,4,2,4} 2 {5,5} 6 8 14

8 4vs2_6 4 {2,4,2,4} 2 {5,5} 6 8 14

9 4vs2_7 4 {3,3,6,4} 2 {5,9} 6 8 14

10 4vs2_8 4 {3,3,3,6} 2 {5,8} 6 8 14

11 2vs4_1 2 {9,9} 4 {4,5,5,4} 1 8 9

12 2vs4_2 2 {9,9} 4 {5,5,5,5} 1 8 9

13 2vs4_3 2 {9,9} 4 {5,5,5,5} 1 8 9

14 2vs5_1 2 {9,9} 5 {5,5,5,5,5} 1 10 11

15 2vs5_2 2 {10,10} 5 {5,5,5,5,5} 1 10 11

16 3vs4 3 {12,4,4} 4 {5,5,5,5} 3 12 15

Table 1: Details of the different game scenarios

Page 23: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Planners

UCT Planners UCT(t) UCT(hp)

Number of rollouts โ€“ 5000Averaged over โ€“ 5 runs

Page 24: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Planners

Baseline Planners Random Attack-Closest Attack-Weakest Stratagus-AI Human

Page 25: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Video โ€“ Planning in action

Simple scenario<add video>

Complex scenario<add video>

Page 26: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Results

Figure 1: Time results for UCT(t) and baselines.

Page 27: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Results

Figure 2: Hit point results for UCT(t) and baselines.

Page 28: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Results

Figure 3: Time results for UCT(hp) and baselines.

Page 29: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Results

Figure 4: Hit point results for UCT(hp) and baselines.

Page 30: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Results - Comparison

Figures 1, 2, 3 & 4: Comparison between UCT(t) and UCT(hp) metrics

Time results Hit point results

UCT(t)

UCT

(hp)

Page 31: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Results

Figure 5: Time results for UCT(t) with varying rollouts.

Page 32: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

I. IntroductionII. Related WorkIII. MethodIV. Experiments & ResultsV. Conclusion

Page 33: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Conclusion

Conclusion Hard planning problem Less expert knowledge Different objective functions

Future Work Computational time โ€“ engineering aspects Machine Learning techniques Beyond Tactical Assault

Page 34: RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.

Thank you


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