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Resource Management in complex environments: an application to
Real Time Strategy Games
Thiago Andrade([email protected])
Federal University of PernambucoInformatics Center
Recife - PE
Geber Ramalho([email protected])
Sérgio Queiroz([email protected])
November 10, 2014
Resource management
“Managing resources is the process of using resources in the most efficient manner” (Business Dictionary)
• Resources are present in human activities– Tangible: Equipment, money, people– Intangibles: Time and Space
Real Time Strategy Games
• Military simulations where players use real-time resources to achieve goals. Examples: Starcraft, Age Of Empires, etc.
• Real Time• Dynamic • Uncertain• Partially observable• Strong and multiple interaction between variables
Real Time Strategy Games
• Resources: Gas, Gold, Stone, Wood, etc.
• Investment Items: Army units, Buildings, Technology, etc.
Resource problems
• Limited• Many choice options
– Train a soldier or develop a technology • Quantities to consider
– x soldiers or y horsemans• Difficult evaluation options (multicriteria)
– soldier type1 best against E1, soldier type2 best against E2. Which one should I train?
Management problems
• Dependency between items– Soldier depends on Castle
• Time– Deprecated decisions after some period of time
• Context– Peace, War, etc.
• The problems mingle!• Solution muse achieve: correctness,
adaptability, completeness, performance
State of art
• Most of AI games are scripted– Most games don’t have the ability to deal with unfamiliar
situations (Kovarsky & Buro, 2006)
• Build-order– The order on which units are created in a RTS game
(Churchill & Buro, 2011)– Static: In some cases discards the context of the game
• Build-order strategy (MCCoy & Mateas, 2008)– Complete AI: Tactical, Resource, Strategy, Income,
Production
PICFlex
• PICFlex: Resource Management based on Investment Policy Flexible and Contextual
• An investment policy P is described as:
• Behavior– One specific instance of an investment policy– Initial, Defensive and Aggressive
• Ex. P = {[army,40%], [building, 30%], [upgrade, 20%], ...}
PICFlex
• Choice of investment policy– Human player perceives nuances of the game and adopt different
strategies. Therefore it is not recommended to have a single policy
• Investment policy choice function (F)
where P is the current investment policy, C is the game context and P’ is the new policy.
• Fs simple – Simple choice function• Fa adequate – Suitable choice function
PICFlex
• Execution Strategy (S)– In the long term, the adoption of the policy will provide a
"balance" in spending by target goals– The goal can work as ceiling preventing investments that
exceed it
• Sg generous – Generous strategy (cancels the policy)• Sr rigid – Rigid strategy• So observed growth – Observed growth strategy
Players
• Player 1 - Random investiments• Do not have an Investment Policy
• Player 2 - Random fixed Investiment Policy• Investment policy of random values changing during the game• St generous – Generous Strategy (always returns true for investments)
• Player 3 – Fixed IP– Fixed Investment Policy defined by RTS experts– Sr rigid Rigid execution strategy
• Player 4 – Fixed IP2– Balanced growth pattern defined by RTS experts– Army investment policy defined by RTS experts
Players
• Player 5 – Adapted IP Switching Investment policy– Policy adapted to the context– Fa adequate Choose more context adherent behavior– Sr rigid Rigid execution strategy
• Player 6 - Flexible Adapted IP – Flexible Spending Policy– Fa adequate Choose more context adherent behavior– Sg observed growth Stragetey execution of observed growth
investment policy. – The goals are flexible.
Experiments
• Objective: evaluate techniques
• Setup: against native AI Starcraft Broodwar
• Metric: game score
• 150 maches
• Two baseline agents– Player 1: Random Investments– Player 2: Random Investment Policy
Comparisons
• Comparative implementations of PICFlex
Player Victories Success Avg. Score
1 - Rnd Inv 23 15,33% -1851,92
2 - Rnd IP 4 2,67% -1863,62
3 - Fixed IP 31 20,67% 1839,42
4 - Fixed IP2 38 25,33% 2389,47
5 - Adap IP 40 26,67% 7062,02
6 - FlexAdap IP 63 42,00% 10801,01
Results – FlexAdap Inv. Policy
Alternative Hypothesis Null Hypothesis a p-value
Ha11: P6 > P5 Hn11: P6 = P5 0,05 0,01637
Ha12: P6 > P4 Hn12: P6 = P4 0,05 7,888e-05
Ha13: P6 > P3 Hn13: P6 = P3 0,05 3,737e-07
Ha14: P6 > P2 Hn14: P6 = P2 0,05 1,415e-12
Ha15: P6 > P1 Hn15: P6 = P1 0,05 1,152e-11
Analysis
• Investment policy showed its value when it was defined by experts in the Fixed Investment Policy increasing from 2.67% to 20.67% success rate
• Balanced Growth is used since Fixed IP2, but its success rate was only 25.33%
• Fa adequate was used on Adap IP, but its success rate was only 26,67%
• Sg observed growth: responsible for the increase in the success rate
• Sr rigid: the rigid goals prevented important investments
Contributions
• Main contributions
– New approach of Resource Management based on the concept of Investment Policy, validated in RTS
– Study of Resource Management problems
Future Work
• Compare PICFlex with a solution that use pure build-order
• Create new implementations of functions F and S that improve game score
• Implement PICFlex with other bot and compare to this work’s implementation
• Improve PICFlex performance: 40% of CPU time is used with AI
• Implement PICFlex on complex environments other than Real Time Strategy Games