Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno 1 Authors : Christopher Ballinger, Sushil Louis

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Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno 1 Authors : Christopher Ballinger, Sushil Louis

Outline  RTS Games  WaterCraft  Motivation  Prior Work  Methodology  Representation  Encoding  AI Behavior  Performance Metrics  Score  Baselines  Genetic Algorithm  Coevolution  Results  Conclusions and Future Work 2 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno

Real-Time Strategy  RTS games:  Manage economy  To build army  Many types of units  Each type has strengths and weaknesses  Getting the right mix is key  Research upgrades/abilities  To destroy enemy Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno 3

WaterCraft Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno 4 † Source code can be found on Christopher Ballinger’s website  WaterCraft†  Modeled after StarCraft  Easy to run in parallel  Runs quicker by disabling graphics

Motivation  RTS games are good testbeds for AI research  Present many challenging aspects  Intransitive relationships between strategies, similar to rock- paper-scissors  Robustness of strategies  We believe designing a good RTS game player will advance AI research significantly (like chess and checkers did) 5 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno

Previous Work  Case-based reasoning (Ontanion, 2006)  Genetic Algorithms + Case-based Reasoning (Miles, 2005)  Reinforcement Learning (Spronck, 2007)  Studies on specific aspects  Combat (Churchill, 2012)  Economy (Chan, 2007)  Coordination (Keaveney, 2011) 6 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno  What we do  Focus on b uild-orders  Robustness against multiple opponents  Compare two methods  Genetic Algorithm (GA)  Coevolutionary Algorithm (CA)

Representation - Encoding  Bitstring  3-bits per action  39-bits(13 actions) total  Decoded sequentially  Inserts required prerequisites 7 Bit SequenceActionPrereq Build SCV (Minerals)None 010Build MarineBarracks Build FirebatBarracks, Refinery, Academy 101Build VultureBarracks, Refinery, Factory 110Build SCV (Gas)Refinery 111AttackNone Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno

Representation - AI Behavior  Execute actions in the queue as quickly as possible  Do not skip ahead in the queue  “Attack” action  All Marines, Firebats, and Vultures move to attack opponents Command Center  Attack any other opponent units/buildings along the way  If nearby ally-unit is attacked, assist it by attacking opponent’s unit  If Command Center is attacked, send SCVs to defend  Once all threats have been eliminated, SCVs return to their tasks Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno 8

Metric - Fitness  Reward build-orders that:  Spend a lot of resource  Encourages build-orders to construct the most expensive/powerful units allowed by the opponents  Make opponent waste resources/time 9    jj k BDk k UDk iij BCUCSRF32 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno

Metric - Baseline Build-Orders  Provide a diverse set of challenges  Fast Build(24-bits)  Quickly build 5 Marines and attacks  Doesn’t need much infrastructure  Medium Build(39-bits)  Build 10 Marines and attack  Slow Build(33-bits)  Build 5 Vultures and attacks  Slow, requires a lot of infrastructure 10 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno

Methodology  Covolutionary Algorithm  Pop. Size 50, 100 generations  Scaled Fitness, CHC selection, Uniform Crossover, Mutation  Shared Fitness (Rosin and Belew)  Teachset (8 Opponents)  Hall of Fame (4 Opponents)  Shared Sampling (4 Opponents) 11              i Dj ij l shared i F j f 1 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno  Genetic Algorithm  Same parameters and methods as the CA  Teachset (3 Opponents)  Baselines

Results  Ran GA and CA 10 times  GA found one build-order  CA found 3 build-orders  Selected 3 random Hall of Fame (HOF) build- orders  Generated 10 random build-orders  All GA, CA, HOF, Random, and Baseline build- orders competed against each other Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno 12

Results - Score 13 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno SetBaselinesGACARandom Baselines GA CA Random

Results - Score 14 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno  GA fitness highest against Baselines  CA fitness highest against all other build-orders

Results - Score 15 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno SetBaseline(3)GA(1)CA(3)HOF(3)Rand(10) Baseline(3) GA(1) CA(3) HOF(3) Rand(10)  GA fitness highest against Baselines  CA fitness highest all other build-orders

Results - Wins 16 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno  GA always wins against the baselines  CA beats two of the three baselines  Never appeared during training

Results - Wins 17 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno SetBaseline(3)GA(1)CA(3)HOF(3)Rand(10) Baseline(3)33% 44%33%90% GA(1)100% 0%33%80% CA(3)66%100%44%66%100% HOF(3)66% 33%44%100% Rand(10)10%40%0% 45%  GA always wins against the baselines  CA beats two of the three baselines  Never appeared during training

Results – Command Centers 18 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno  Percent of C.C. destroyed were very similar  Only two of the three CA build-orders attack

Results – Command Centers 19 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno SetBaseline(3)GA(1)CA(3)HOF(3)Rand(10) Baseline(3)22%33%44%33%86% GA(1)100%0% 33%60% CA(3)44%66%11%44%66% HOF(3)44%33%0%11%60% Rand(10)0%  Percent of C.C. destroyed were very similar  Only two of the three CA build-orders attack

Conclusions and Future Work Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno 20  Conclusions  GA produces high-quality solutions for specific opponents  CA produces high-quality robust solutions  Future Work  Case-Injection  Find solutions to defeat a known player/strategy that are also robust  More Flexible Encoding  Complete game player  Strategy identification and counter-strategy selection

Acknowledgements  This research is supported by ONR grant N c  More information (papers, movies)  (  ( 21 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno

Supplemental Previous Results Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno 22

Results  Exhaustive Search  32,768(2 15 ) possible solutions  80% of possible solutions lose to all three baselines  19.9% of possible solutions beat only one of the three baselines  Only 30 solutions (0.1% of possible solutions) can defeat two baselines  Zero solution could beat all three 23 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno

Results  Hillclimber  Found solutions that could:  Beat two baselines 6% of the time  Beat one baseline 46% of the time  Loses to all baselines 48% of the time 24 Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno

Results 25  GA  Found solutions that could beat two baselines 100% of the time  Strategy 1  Two SCVs, Two Firebats, One Vulture  Quick but weak defense  Strategy 2  Four Firebats, One Vulture  Strong but slow defense Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno