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Ho-Chul Cho, Kyung-Joong Kim, Sung-Bae Cho

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1 Ho-Chul Cho, Kyung-Joong Kim, Sung-Bae Cho
Replay-based Strategy Prediction and Build Order Adaptation for StarCraft AI Bots Ho-Chul Cho, Kyung-Joong Kim, Sung-Bae Cho Dept. of Computer Engineering, Sejong University, South Korea Dept. of Computer Science, Yonsei University, South Korea

2 Outline Motivation Proposed Methods Experimental Results
Replay Analysis with Fog-of-War Feature Expansion Build Order Change Experimental Results Conclusions and Future Works

3 Motivation

4 StarCraft (a Popular RTS Game)
Units Resource Buildings

5 StarCraft AI Bot StarCraft AI Competitions BWAPI State of the Art
AIIDE (2010~) CIG (2011~) SSCAI (2012~) BWAPI State of the Art Scouting : Early Stage of Development Strategy Adaptation : Weak Points Strategy Prediction : Low Performance Combat Skills : Partially Successful Mass Production : Good Points

6 Xelnaga (Developed by Authors)
Focus of this research

7 Fast construction of Air unit
Build Order as a Strategy Units Resource Factory Factory + Factory Buildings Fast Attack Starport Factory + Starport Fast construction of Air unit Command Center Factory + Command Center Gathering more resource

8 Relationship among Build Orders
Resource We need to predict enemy’s build order and adapt build order of AI bot Player Opponent Fast DT Obs Reaver Drop Expand Unknown 0.50 0.59 0.67 0.64 0.00 0.41 0.52 0.49 0.29 0.33 0.48 0.71 0.36 0.51 0.31 1.00 0.69 Winning ratio of each strategy (0~1)

9 Scouting with Fog-of-war
Hostile units/buildings Resource Units Buildings Invisible area Visible area Scouting enemy’s base by AI bots Fog-of-War

10 Related Works Replay Mining
B. Weber, and M. Mateas, “A data mining approach to strategy prediction” in IEEE Symposium on Computational Intelligence and Games

11 Overview of the Proposed Methods
Replay Mining without Fog-of-War Replay Mining with Fog-of-War Low Prediction Accuracy Improving Accuracy with Feature Expansion No Build Order Adaptation Build Order Adaptation

12 Proposed Methods 8~9분정도 나올듯 동영상까지.

13 Proposed Methods

14 Collecting Replays and Extraction
Collecting replays from StarCraft community sites The “labeling” of strategy on the replays can be done by human experts Game event logs are extracted from replays using BWAPI (with Fog of War) or Lord Martin Replay Browser Game Event Logs (Raw data) 122 Protoss_Probe 138 123 Protoss_Probe 138 123 Protoss_Nexus 139 124 Protoss_Probe 138 124 Protoss_Probe 144 124 Protoss_Gateway 147 124 Protoss_Probe 143 124 Protoss_Probe 141 125 Protoss_Gateway 147 ...

15 Realistic Game Log Extraction

16 Feature Vector Generator
A subset of an example feature vector Attribute Game Time Pylon 1:20 Gateway 2:05 Gas 2:40 Expansion 11:00 Second Expansion 15:11 Third Expansion 18:45 Fourth Expansion 0:00 Second Gas

17 Feature Expansion Feature Expansion Replay1 112 170 220 Fast Legs
N Strategy Replay1 112 170 220 Fast Legs Replay2 110 222 Fast DT Replay3 120 190 Fast Expand ReplayM 100 165 230 Unknown Feature Expansion X1 < X2 X1 < X3 XN-1>XN Strategy Replay1 True False Fast Legs Replay2 Fast DT Replay3 Fast Expand ReplayM Unknown

18 Feature Expansion Making new feature with time order of game events
The number of features is 0.5 * N * (N-1) The new feature has one of “true” or “false” value

19 Feature Expanded Decision Tree
An example of standard and feature-expanded decision tree (a) Standard decision tree (b) Feature-Expanded decision tree

20 Strategy Prediction Using machine learning algorithms (Nnge, KNN, J48, Bagging , Random Committee, Random Forest, and Rotation Forest) Using FEDT(Feature Expanded Decision Tree)

21 Adaptation to Opponent’s Strategy
Resource 1 Prediction (Machine learning) Enemy AI bot Hidden Strategy Strategy 1 Strategy 2 Strategy N 2 Which build order is strong to opponent’s strategy? (Statistic Analysis) Player Opponent Fast DT Obs Reaver Drop Expand Unknown 0.50 0.59 0.67 0.64 0.00 0.41 0.52 0.49 0.29 0.33 0.48 0.71 0.36 0.51 0.31 1.00 0.69 3 Changing AI Bot Strategy (Can we generate build order from the models?) (Feature Expanded Decision Tree) Counter Strategy

22 Experimental Results

23 dd Experimental Setup The number of samples (FOW = Fog-of-War) (P = PROTOSS, T = TERRAN, Z = ZERG) The number of strategies (class label) for each race is seven. (ex. Protoss : Fast Dark Templar, Fast Observer, Fast Expansion, Fast Legs, Reaver Drop, Carrier, and Unknown) Types FOW Raw Replays # Samples YGOSU.com P vs. P O 1140 - Weber et al. 542 P vs. T 1139 P vs. Z 1024 T vs. T 628 T vs. Z 1150 Z vs. Z 1010

24 Strategy Prediction by FEDT
Comparison of standard DT and the feature-expanded DT in terms of accuracy and the size of model (the number of leaves and the size of the tree) (W =Weber dataset, Y=YGOSU.com) Race (Source) Standard DT Feature-Expanded DT Accuracy (%) Size P (Y) 89.49 (157, 313) 99.73 (15, 29) P (W) 89.68 (125, 249) 99.77 (14, 27) T (W) 91.05 (122, 243) 99.96 (11, 21) Z (W) 95.76 (72 , 143) 100.0 (10, 19) Average 91.50 (119, 237) 99.87 (13, 24) IF (FirstExpansion <= Stargate){ IF( RoboBay <= FirstExpansion){ IF(Citadel <= RoboBay){ IF(Legs <= Archives){ IF( FourthExpansion <= Legs) “Unknown” ELSE “Fast Legs” FEDT can make interpretable trees for human FEDT can be easily converted into programming codes FEDT can make rules to label the replays Conversion of feature-Expansion decision tree into a programming code

25 Standard Decision Tree

26 Feature Expanded Decision Tree

27 Strategy Prediction during the Game
P vs. P (YGOSU.com) (without fog-of-war)

28 Strategy Prediction during the Game
P vs. P (YGOSU.com) (with fog-of-war)

29 Build Order Adaptation
Successful Prediction Unsuccessful Prediction α is the maximum winning ratio if the player changes the current build order into new one (from the statistics) β is 0.5 Player Opponent Fast DT Obs Reaver Drop Expand Unknown 0.50 0.59 0.67 0.64 0.00 0.41 0.52 0.49 0.29 0.33 0.48 0.71 0.36 0.51 0.31 1.00 0.69 Winning ratio of each strategy (0~1) Expected win (0~1) from the prediction accuracy (Rotation Forest + FEDT) and the winning ratio of each strategy (P vs. P, YGOSU.com data)

30 Conclusions and Future Works

31 Conclusions and Future Works
The new framework for build order prediction and adaptation Strategy prediction with realistic data and introduction of feature expansion. Strategy adaptation by combining the statistical winning ratio and prediction accuracy We need to improve accuracy of prediction with fog-of-war and apply this research to AI bots.

32 Thank You


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