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

Slides:



Advertisements
Similar presentations
Chapter 09 AI techniques in different game genres (Puzzle/Card/Shooting)
Advertisements

Decision Support and Artificial Intelligence Jack G. Zheng July 11 th 2005 MIS Chapter 4.
Pat Langley Institute for the Study of Learning and Expertise Palo Alto, California and Center for the Study of Language and Information Stanford University,
Latest AI Research in RTS Games
7.1. O SCARS & A RTIFICIAL I NTELLIGENCE Interim awards and introduction to game AI.
A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft Santiago Ontanon, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David.
Title – Process Migration and Mobile Agents By David Aihe.
Artificial Intelligence in Real Time Strategy Games Dan Li.
Machine Learning in Computer Games Learning in Computer Games By: Marc Ponsen.
How the Principles Behind Game- Based Learning Will Change Our Approach to Teaching and Learning David Finkel WPI, Computer Science Department Interactive.
Reinforcement Learning in Real-Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick.
Intelligent Agent Systems. Artificial Intelligence Systems that think like humans Systems that think rationally Systems that act like humans Systems that.
PSU CS 370 – Artificial Intelligence Dr. Mohamed Tounsi Artificial Intelligence 1. Introduction Dr. M. Tounsi.
Motivate AI Class with Interactive Computer Game Author : Akcell Chiang Presented by Yi Cheng Lin.
Automated Changes of Problem Representation Eugene Fink LTI Retreat 2007.
Marakas: Decision Support Systems, 2nd Edition © 2003, Prentice-Hall Chapter Chapter 7: Expert Systems and Artificial Intelligence Decision Support.
Strategic Directions in Real- Time & Embedded Systems Aatash Patel 18 th September, 2001.
Chapter 12: Intelligent Systems in Business
Omar Khaled Enayet – 4 th Year FCIS – Computer Science Department – August 2009 concerning planning, learning, Adaptation and opponent Modeling.
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
1 ENG236: Introduction (1) Rocky K. C. Chang THE HONG KONG POLYTECHNIC UNIVERSITY.
Introduction to the Project AbdelRahman Al OgailOmar Khaled Enayet Under the Supervision Of : Dr. Ibrahim Fathy Moawad.
Effect of Display Size on a Player’s Situational Awareness in Real-Time Strategy Games Peter Miralles Chris Fernandes CSC 499.
AI and GAMES CSC 8520, Villanova University Spring, 2004 Paula Matuszek & Robin McEntire.
Kiting in RTS Games Using Influence Maps Alberto Uriarte and Santiago Ontañón Drexel University Philadelphia 1/26 October 9, 2012.
Taylor Trayner. Definition  Set of business processes developed in an organization to create, store, transfer, and apply knowledge  Knowledge is a firm.
Artificial Intelligence CIS 479/579 Bruce R. Maxim UM-Dearborn.
An Introduction to ABL-Wargus Ashwin Ram / Michael Mateas / Charles Isbell.
Current Situation and Future Plans Abdelrahman Al-Ogail & Omar Enayet October
Computer Science and Game Development By: Nicholas Fahey & Griffin Marsh.
More precisely called Branch of AI behind it.
A RTIFICIAL I NTELLIGENCE Introduction 3 October
Knowledge acquisition for adative game AI Marc Ponsen et al. Science of Computer programming vol. 67, pp , 2007 장수형.
A DAPTIVE I NTELLIGENT AGENT IN REAL - TIME STRATEGY GAMES An Introduction.
Makahiki: A Serious Game Engine for Sustainability
5. Alternative Approaches. Strategic Bahavior in Business and Econ 1. Introduction 2. Individual Decision Making 3. Basic Topics in Game Theory 4. The.
Introduction to AI Engine & Common Used AI Techniques Created by: Abdelrahman Al-Ogail Under Supervision of: Dr. Ibrahim Fathy.
Starcraft Opponent Modeling CSE 391: Intro to AI Luciano Cheng.
Introduction to the Heuristically Accelerated Hierarchical Reinforcement Learning in RTS Games Omar Enayet Amr Saqr AbdelRahman Al-Ogail Ahmed Atta.
A DAPTIVE I NTELLIGENT AGENT IN REAL - TIME STRATEGY GAMES.
C ASE -B ASED P LANNER P LATFORM FOR RTS G AMES An Introduction Abdelrahman Al-Ogail Ahmed Atta.
Machine Learning in Computer Games Marc Ponsen 11/29/04.
M ACHINE P LANNING, I NTRODUCTION AND O VERVIEW.  Motivations.  Definitions.  Forms of planning.  Domain Specific Planning  Planning conceptual model.
Evaluation of Spam Detection and Prevention Frameworks for and Image Spam - A State of Art Pedram Hayati, Vidyasagar Potdar Digital Ecosystems and.
Ibrahim Fathy, Mostafa Aref, Omar Enayet, and Abdelrahman Al-Ogail Faculty of Computer and Information Sciences Ain-Shams University ; Cairo ; Egypt.
GTRI_B-1 ArtificiaI Intelligence Methods for Detection and Handling of Software Behavior Anomalies Chris Simpkins Georgia Tech Research Institute
I Robot.
Intelligent Database Systems Lab 國立雲林科技大學 National Yunlin University of Science and Technology 1 Evolving Reactive NPCs for the Real-Time Simulation Game.
RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.
F.E.A.R. Game AI Evaluation by Robert Rak. What is F.E.A.R. ? FEAR is a First Person Shooter game Player takes on the role of an elite strike force team.
What is Artificial Intelligence?
Software Engineering Introduction.
Copyright Paula Matuszek Kinds of Machine Learning.
28th of July 2005Learning in Strategy Games1 COMPSCI777 – Computer Games Technology Learning in Strategy Games The University Of Auckland Thursday the.
Contested Dominion Game Treatment written by Nicholas Mezza.
By: Nelson Webster. Algorithm Engineers Algorithm engineers study the effectiveness and efficiency of procedures of solving problems on a computer.
Presented by Yisheng Tang. Introduction  Wargus is a Warcraft2 Mod that allows you to play Warcraft2 under GNU/Linux and other operating systems not.
MITM613 Wednesday [ 6:00 – 9:00 ] am 1 st week. Good evening …. Every body.
RADHA-KRISHNA BALLA 19 FEBRUARY, 2009 UCT for Tactical Assault Battles in Real-Time Strategy Games.
Adaptive Reinforcement Learning Agents in RTS Games Eric Kok.
Designing Intelligence Logical and Artificial Intelligence in Games Lecture 2.
Decision Support and Business Intelligence Systems (9 th Ed., Prentice Hall) Chapter 12: Artificial Intelligence and Expert Systems.
Artificial Intelligence
Fundamentals of Information Systems, Sixth Edition
Intelligent Mobile Robotics
CHAPTER 1 Introduction BIC 3337 EXPERT SYSTEM.
MANAGING KNOWLEDGE FOR THE DIGITAL FIRM
Interaction with artificial intelligence in games
Artificial Intelligence In Modern Military Games GameTech 2012
Artificial Intelligence
Presentation transcript:

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

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

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.

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.

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

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

P ROJECT C HALLENGES Predictability Computer Opponent actions easily predicted.

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

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

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.

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)

M OTIVATIONS Interested In Machine Learning

M OTIVATIONS Interested In RTS Games

M OTIVATIONS Meets Our Career Ambitions as AI Programmers

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

O BJECTIVES Mobile Experience Making Sharing Experience Possible Among Machines

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

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

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

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

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

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

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

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

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

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

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

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

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

AI E NGINE A RCHITECTURE

P ROJECT T IME P LAN

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

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

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

Project Blog : SVN Repository : W EB R ESOURCES

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 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 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:

W EB R EFERENCES Will-be-Half-Robots-Half-Human-by html usa-robot-future-american-army-videogame- soldiers-machine