UT^2: Human-like Behavior via Neuroevolution of Combat Behavior and Replay of Human Traces Jacob Schrum Igor V. Karpov Risto Miikkulainen
Our Approach: UT^2 Human traces to get unstuck and navigate –Filter data to get general-purpose traces Evolve skilled combat behavior –Restrictions/filters maintain humanness Observe and judge like a human –Necessary to account for the judging game
Bot Architecture
Human Trace Replay
Record and Index Human Games Synthetic pose data Indexed by nearest navpoint Replay nearest trace when needed
Unstuck Controller Mix scripted responses and human traces –Previous UT^2 used only human traces Human traces also used after repeated failures Stuck ConditionResponse StillMove Forward Collide With WallMove Away Frequent CollisionsDodge Away Under ElevatorGoto Nearest Item or Dodge Bump AgentMove Away Same NavpointHuman Traces Off Navpoint GridHuman Traces
Explorative Retrace Explore the level like a human Collisions allowed when using RETRACE –Humans often bump walls with no problem If RETRACE fails –No trace available, or trace gets bot stuck –Fall through to PATH module (Nav graph)
Evolved Battle Controller
Battle Controller Outputs 6 movement outputs –Advance –Retreat –Strafe left –Strafe right –Move to nearest item –Stand still Additional output –Jump?
Battle Controller Inputs Pie slice sensors for enemies Ray traces for walls/level geometry Other misc. sensors for current weapon properties, nearby item properties, etc.
Battle Controller Inputs Opponent movement sensors –Opponent performing movement action X? –Opponents modeled as moving like bot –Approximation used
Constructive Neuroevolution Genetic Algorithms + Neural Networks Build structure incrementally (complexification) Good at generating control policies Three basic mutations (no crossover used) Perturb WeightAdd ConnectionAdd Node
Evolving Battle Controller Used NSGA-II* with 3 objectives –Damage dealt –Damage received (negative) –Geometry collisions (negative) Evolved in DM-1on1-Albatross –Small level to encourage combat –One native bot opponent High score favored in selection of final network Final combat behavior highly constrained *K. Deb et al. A Fast and Elitist Multiobjective Genetic Algorithm: NSGA-II. Evol. Comp. 2002
Action Filtering Network choice not always used –Forced to stand still sometimes Sniping, not threatened, high ground –Prevented from jumping while still –Prevented from jumping near walls/opponents –Prevented from going to unwanted items –Prevented from strafing/retreating into walls –Etc… Forced lower accuracy Forced delays to simulate human response time Evolution constrained to look human
Importance of Observing Humans don’t just want max score Human goal is to judge correctly –Requires observation w/o fighting Observe module –Bot hasn’t judged opponent –Avoids crowds Judging module –Lengthy observation leads to judging
Approach Still Retreat Use Battle Controller Observation Behavior
Human Subject Evaluation BotPrize tests humanness without saying what is human-like vs. bot-like Idea: BotPrize style experiment in which players are extensively interviewed IRB Human Subject Study w/cash prizes Performed at UT: –6 human volunteers –3 human interviewers –4 versions of UT^2 –Native bots
Justify Judgments Record each match and replay to human Human explains rationale for judgments Downsides: –Humans forget –Humans make things up –Humans change their minds Still, many common themes emerged:
Humans Aren’t Killing Machines Accuracy affected by movement/distraction Pause before responding to surprises Humans don’t fire non-stop –Waiting for opportune shot –Saving ammo Few weapon switches Pause to observe
Humans Aren’t Stupid Humans rapidly correct mistakes –Get unstuck quickly –Move/dodge when fired upon –Don’t stare at walls Humans know their limitations –Prefer weapons requiring less accuracy –Don’t fight with a weak weapon
Complex Human Movements Do –Chase opponents tenaciously –Retreat while firing on opponent –Move in and out from cover Don’t –Perform many rapid movements too quickly –Turn around too quickly
Cognitive Issues Theory of Mind –Behavior transitions A chasing human expects to fight Humans expect to be chased (traps) –Communication via judging Human knows that its action will be recognized as human-like by humans –Emotion Revenge on humans more satisfying Fear of dangerous opponents
Conclusion Human trace replay provides human style exploration and gets bot unstuck Multiobjective neuroevolution provides combat behavior Simulated observation makes bot seem more human-like Future work: Incorporate Theory of Mind
Questions? Jacob Schrum Igor V. Karpov Risto Miikkulainen
Auxiliary Slides
Multiobjective Optimization Game with two objectives: –Damage Dealt –Remaining Health A dominates B iff A is strictly better in one objective and at least as good in others Population of points not dominated are best: Pareto Front Weighted-sum provably incapable of capturing non-convex front Dealt lot of damage, but lost lots of health Tradeoff between objectives High health but did not deal much damage
NSGA-II Evolution: natural approach for finding optimal population Non-Dominated Sorting Genetic Algorithm II* –Population P with size N; Evaluate P –Use mutation to get P´ size N; Evaluate P´ –Calculate non-dominated fronts of {P P´} size 2N –New population size N from highest fronts of {P P´} *K. Deb et al. A Fast and Elitist Multiobjective Genetic Algorithm: NSGA-II. Evol. Comp. 2002