1/38 Game-Tree Search over High-Level Game States in RTS Games Alberto Uriarte and Santiago Ontañón Drexel University Philadelphia October 6, 2014.

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1/38 Game-Tree Search over High-Level Game States in RTS Games Alberto Uriarte and Santiago Ontañón Drexel University Philadelphia October 6, 2014

2/38 Outline  Motivation  High-level Abstraction in RTS Games  Mapping Low-Level and High-Level States  High-level Game-Tree Search  Evaluation  Conclusions

3/38 Motivation RTS properties  Simultaneous moves  “Real-time”  Partially observable  Non deterministic

4/38 Game complexity State-Space Complexity Number of legal game positions reachable from the initial position of the game.

5/38 Game complexity State-Space Complexity Number of legal game positions reachable from the initial position of the game. StarCraft map: 128x128 Maximum number of units: 400 Considering only unit positions: (128x128) 400 = ≈

6/38 Motivation Game-Tree Complexity Number of leaf nodes in the minimal solution depth of a full- width search tree. Estimation Using the branching factor (b) and the depth (d) of a game: b d

7/38 Motivation Game-Tree Complexity Number of leaf nodes in the minimal solution depth of a full- width search tree. Estimation Using the branching factor (b) and the depth (d) of a game: b d Units: 50 – 200 Actions per unit: 30 Branching factor: Length of a game: 25 minutes 25 min x 60 sec x 24 iteration per sec = = 36000

8/38 High-level Abstraction in RTS games Levels of decisions  Strategy. The whole army and buildings.  Tactics. Group of units.  Reactive Control. One unit. We focused on tactical decisions!!

9/38 High-level Abstraction in RTS games Two different abstractions: 1. Map abstraction

10/38 High-level Abstraction in RTS games Two different abstractions: 1. Map abstraction Perkins’ algorithm to decompose a map into regions and chokepoints.

11/38 High-level Abstraction in RTS games Two different abstractions: 1. Map abstraction New regions around chokepoint influence

12/38 High-level Abstraction in RTS games Two different abstractions: 1. Map abstraction All distances are pre- computed

13/38 High-level Abstraction in RTS games Two different abstractions: 2. Unit group abstraction  Hit Points (shield)  Position  Order:  move, attack, stop, patrol  repair, build, siege  Size  Damage (points and type)

14/38 High-level Abstraction in RTS games Two different abstractions: 2. Unit group abstraction  Player. Which player controls this group  Type. Type of units in this group  Size. Number of units forming this group  Region. Which region is this group in  Order. Which order is currently performing  N/A, Move, Attack, Idle  Target. The ID of the target region  End. In which game frame is the order estimated to finish

15/38 High-level Abstraction in RTS games We only consider military units and main bases

16/38 High-level Abstraction in RTS games We only consider military units and main bases

17/38 High-level Abstraction in RTS games Abstract state PlayerTypeSizeRegionOrderTargetEnd 1Base11N/A-- 1Tank22Move3230 1Vulture43Idle-400

18/38 High-level Abstraction in RTS games Abstract state. Possible Actions PlayerTypeSizeRegionOrderTargetEnd 1Base11N/A-- 1Tank22Move3230 1Vulture43Idle-400

19/38 High-level Abstraction in RTS games Abstract state. Possible Actions PlayerTypeSizeRegionOrderTargetEnd 1Base11N/A-- 1Tank22Move3230 1Vulture43Idle-400 Move to 1. Move to 3. Idle

20/38 High-level Abstraction in RTS games Abstract state. Possible Actions PlayerTypeSizeRegionOrderTargetEnd 1Base11N/A-- 1Tank22Move3230 1Vulture43Idle-400 Move to 2, 4, 5 or 6. Idle

21/38 High-level Abstraction in RTS games Abstract state. Possible Actions PlayerTypeSizeRegionOrderTargetEnd 1Base11N/A-- 1Tank22Move3230 1Vulture43Idle-400 Branching factor: (1)×(2+1)×(4+1) = 15

22/38 High-level Abstraction in RTS games SparCraft (Churchill, Saffidine, and Buro 2012)

23/38 Mapping Low-Level and High-Level States Squad groups don’t have to be the same as abstract groups!!

24/38 High-level Game-Tree Search 1.State forwarding (simulator) We estimate in which game frame the group finish their order. Moving: velocity + distance to region Attack: DPS between groups Next player to move: the one with the group with the smallest “end” frame.

25/38 High-level Game-Tree Search 1.State forwarding (simulator) We estimate in which game frame the group finish their order. Moving: velocity + distance to region Attack: DPS between groups 2.State evaluation

26/38 High-level Game-Tree Search Alpha-Beta MCTS

27/38 High-level Game-Tree Search Alpha-Beta MCTS ABCD (Churchill, Saffidine, and Buro 2012) UCTCD MCTSCD

28/38 High-level Game-Tree Search MCTSCD

29/38 High-level Game-Tree Search

30/38 High-level Game-Tree Search

31/38 Evaluation settings Games limited to 20 minutes (28,800 frames) Search called every 400 frames (pause game) No fog of war (future work)

32/38 Evaluation settings Games limited to 20 minutes (28,800 frames) Search called every 400 frames (pause game) No fog of war (future work) ABCD parameters  Maximum depth: 3  Children limited to 10,000 nodes  Time limited to 30 seconds  Simultaneous move: Alt policy

33/38 Evaluation settings Games limited to 20 minutes (28,800 frames) Search called every 400 frames (pause game) No fog of war (future work) MCTSCD parameters  Tree policy: e-greedy (e=0.2)  Default policy: random move selection  Simultaneous move: Alt policy  Tree policy depth: limited to 10  2,000 playouts limited to 7,200 game frames (5 minutes)

34/38 Results

35/38 Results

36/38 Results

37/38 Conclusions and Future Work Conclusions Future work New MCTS algorithm for simultaneous actions (MCTSCD) High level abstraction in the right direction to be able to apply game- tree search algorithms Improve the game tree search algorithm different bandit strategies deal with partial observability More abstractions and their tradeoffs Improve the game simulator by learning during the course of a game

38/38 Game-Tree Search over High-Level Game States in RTS Games Alberto Uriarte Santiago Ontañón