Kiting in RTS Games Using Influence Maps Alberto Uriarte and Santiago Ontañón Drexel University Philadelphia 1/26 October 9, 2012.

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Presentation transcript:

Kiting in RTS Games Using Influence Maps Alberto Uriarte and Santiago Ontañón Drexel University Philadelphia 1/26 October 9, 2012

2/26 Outline  Introduction  Problem Statement  StarCraft and NOVA  An Influence Map Approach to Kiting  When Can Kiting Be Performed?  Influence Maps for Kiting  Target Selection  Kiting Algorithm  Empirical Evaluation  3 Different experiments  Conclusions and Future Work

Introduction 3/26

4/26 Introduction picture from Ben Weber What is a Real-Time Strategy Game? Macro Management Micro Management

5/26 Introduction  Adversarial planning under uncertainty  Learning and opponent modeling  Spatial and temporal reasoning Challenges All of this under real-time constrains

6/26 Problem Statement What is kiting?

7/26 Problem Statement What is kiting? AB Attack Range

8/26 Problem Statement What is kiting? A B Kiting: A exhibits a kiting behavior when it keeps a safe distance from B to reduce the damage taken from attacks of B while B keeps pursuing A. Kiting: A exhibits a kiting behavior when it keeps a safe distance from B to reduce the damage taken from attacks of B while B keeps pursuing A.

9/26 Problem Statement What is kiting? B A Perfect Kiting: When A is able to inflict damage to B without suffering any damage in return. Perfect Kiting: When A is able to inflict damage to B without suffering any damage in return.

10/26 Problem Statement What is kiting? B Sustained Kiting: When A is not able to cause enough damage to kill unit B, but B is also unable to kill A. Sustained Kiting: When A is not able to cause enough damage to kill unit B, but B is also unable to kill A. A

11/26 Problem Statement What is kiting?

12/26 StarCraft and NOVA Information Manager Strategy Manager Build Manager Planner Manager Squad Manager Squad Agent Production Manager Worker Manager Squad Agent Combat Agent

13/26 An Influence Map Approach to Kiting When Can Kiting Be Performed? 1. AB

turn 1 14/26 An Influence Map Approach to Kiting When Can Kiting Be Performed? A B deceleration A attack time turn 2 A acceleration

15/26 An Influence Map Approach to Kiting When Can Kiting Be Performed? A B

16/26 An Influence Map Approach to Kiting Influence Map Abstract information of relevant areas (numerical influence). Spatial partition (walk tile map).

17/26 An Influence Map Approach to Kiting Influence Map Influence Fields Enemy unit

18/26 An Influence Map Approach to Kiting Influence Map Influence Fields Walls

19/ An Influence Map Approach to Kiting Influence Map Example

20/30 An Influence Map Approach to Kiting Target Selection

21/30 An Influence Map Approach to Kiting Kiting Algorithm tick() { target = targetSelection(); if (canKite(target)) { kitingAttack(target); } else { attack(target); } kitingAttack(target) { position = getSecurePosition(actualPos); if (position == actualPos) { attack(target); } else { move(position); // flee movement }

22/30 Empirical Evaluation Experiment 1 – 1 Vulture vs 6 Zealots vs Settings: 1.Default behavior 2.Influence Map (enemy) 3.Influence Map (enemy + walls) 4.IM + Target Selection (perfect kiting) After games with each setting Setting1234 Games won 0.0 %24.9 %85.5 %95.2 %

23/30 Empirical Evaluation Experiment 2 – 4 Vultures vs 6 Zealots vs Settings: 1.Default behavior 2.Influence Map (enemy) 3.Influence Map (enemy + walls) 4.IM + Target Selection (perfect kiting) After games with each setting Setting1234 Games won 0.0 %98.8 %100 %

24/30 Empirical Evaluation Comparison between experiment 1 and 2 Experiment 1Experiment 2

25/30 Empirical Evaluation Experiment 3 – 1 Full Game vs Settings: 1.Default behavior 2.Influence Map (enemy) 3.Influence Map (enemy + walls) 4.IM + Target Selection (perfect kiting) After games with each setting Setting14 Games won 17.6 % 96.0 % AIIDE 2011 Competition:

26/30 Conclusions and Future Work Conclusions Future work Huge improvement when kiting is possible % victories increases % !!! Computationally tractable to be used in real-time conditions More complex kiting behavior Earn time Ambush (cooperation)