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A DAPTIVE I NTELLIGENT AGENT IN REAL - TIME STRATEGY GAMES An Introduction.

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Presentation on theme: "A DAPTIVE I NTELLIGENT AGENT IN REAL - TIME STRATEGY GAMES An Introduction."— Presentation transcript:

1 A DAPTIVE I NTELLIGENT AGENT IN REAL - TIME STRATEGY GAMES An Introduction

2 P ROJECT M EMBERS Omar Enayet Amr Saqr Ahmed Atta Abdelrahman Al-Ogail Dr. Mostafa Aref Dr. Ibrahim Fathy

3 W HY T HIS M EETING ? Sponsoring us in MIE competition. Get feedback from business wise industry. Get into business: Production of a commercial AI Engine for RTS Games. Embedding the developed AI in a commercial game.

4 A GENDA Problem Definition. Project Challenges. Motivations. Objectives. Domain Platform. Project Background Survey. Approaches. AI Engine Architecture. Expected Deliverables. Development Tools. Project Time Plan. Web Resources & References.

5 P ROBLEM D EFINITION Static Scripts Computer AI relies completely on static scripting techniques.

6 P ROBLEM D EFINITION Experience Loss The Absence of sharing experience costs a lot.

7 P ROJECT C HALLENGES Predictability Computer Opponent actions easily predicted.

8 P ROJECT C HALLENGES Non-Adaptability Computer Opponent doesn’t adapt to changes in human actions.

9 P ROJECT C HALLENGES - D ETAILS Resource management. Recognize current situation. City building. Reconnaissance. Learning AI opponent gets in the same trap repeatedly Know safe map locations and get away from kill zones

10 P ROJECT C HALLENGES - D ETAILS More strategies less tactics. Construct consistent army (solders, tanks, planes). Think about reinforcements. How to retreat. Setup and detect ambushes.

11 P ROJECT C HALLENGES - D ETAILS Opponent Modeling : Know how human player attacks and which units he favors Does the player rushes ? Does the player rely on units that require certain resources? Does he frequently build a number of critical structures in a poorly defensive place? Are his attacks balanced? ( rock, paper, scissors example)

12 M OTIVATIONS Interested In Machine Learning

13 M OTIVATIONS Interested In RTS Games

14 M OTIVATIONS Meets Our Career Ambitions as AI Programmers

15 O BJECTIVES Adaptive A.I. Making the Computer Opponent adapt to changes like human do.

16 O BJECTIVES Mobile Experience Making Sharing Experience Possible Among Machines

17 P LATFORM – N OT C HOSEN ORTS An Open-Source RTS Game

18 P LATFORM – N OT C HOSEN Wargus An Open-Source RTS Game based in Stratagus Game Engine

19 P LATFORM – T HE C HOSEN O NE BosWars An Open-Source RTS Game based in Stratagus Game Engine

20 S URVEY Asking Experts Alex Champandard, Eric Kok and more. Alex ChampandardEric Kok

21 S URVEY Reference Book The Book “AI Game Engine Programming” talks about the drawbacks in learning and planning in RTS Games.

22 S URVEY Recent Papers We Collected more than 30 papers concerning this field, different in their way of approaching the problem and the techniques used to solve the problem. Examples of them are above ^ Adaptive Reinforcement Learning Agents in RTS Games Case-based planning and execution for real-time strategy games. Transfer Learning in Real-Time Strategy Games Using Hybrid CBR/RL

23 A PPROACHES - T ECHNIQUES Reinforcement Learning A Sub-Science of Machine Learning.

24 A PPROACHES - T ECHNIQUES Case-Based Planning Planning using Case-based reasoning.

25 A PPROACHES - T ECHNIQUES BDI Agents Tech. Beliefs-Desires-Intentions Agents.

26 T ECHNIQUES - S UMMARY Reinforcement Learning Case-Based Planning BDI-Agent Tech.

27 A PPROACHES - L ANGUAGES C++ The Main Language our Open Source Game is coded with.

28 A PPROACHES - L ANGUAGES 2APL An Agent-Oriented Language.

29 A PPROACHES - L ANGUAGES LUA A Scripting Language widely used in Video-Games.

30 AI E NGINE A RCHITECTURE

31 P ROJECT T IME P LAN

32 E XPECTED D ELIVERABLES Enhanced AI Engine An AI Engine which makes the computer behavior in the game as human as possible.

33 E XPECTED D ELIVERABLES Experimental Results Comparison of the results of the enhanced AI Engine with ordinary static AI.

34 Visual Studio 2008 Professional Edition 2APL Environment C++ Libraries : Boost, Guichan..etc. D EVELOPMENT T OOLS

35 Project Blog : http://rtsairesearch.wordpress.com/ SVN Repository : https://mzrtaiengine.googlecode.com/svn/trunk/ W EB R ESOURCES

36 Book : AI Game Engine Programming Book : Artificial Intelligence for Games The Most Important Papers/Theses : Thanks R EFERENCES Eric Kok - Adaptive Reinforcement Learning Agents in RTS Games –– Master Thesis – University of Utrecht - 2008 Santi Onta˜n´on, Kinshuk Mishra, Neha Sugandh, and Ashwin Ram. Case- based planning and execution for real-time strategy games. In Proceedings of ICCBR - 2007 - 2007 Manu Sharma, Michael Holmes, Juan Carlos Santamaria, Arya Irani, Charles Lee Isbell Jr., Ashwin Ram: Transfer Learning in Real-Time Strategy Games Using Hybrid CBR/RL. IJCAI 2007: 1041-1046

37 W EB R EFERENCES http://gadgets.softpedia.com/news/US-Soldiers- Will-be-Half-Robots-Half-Human-by-2015-1334- 01.html http://www.france24.com/en/20090205-sciences- usa-robot-future-american-army-videogame- soldiers-machine


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