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Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer.

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Presentation on theme: "Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer."— Presentation transcript:

1 Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer

2 Results Working adaptive AI with sensing and local intelligence Global Unit Control Strategy Interaction Parallel AI Coefficient tuning

3 Importance of parallelization Time Actual timing run: 100000 total games needed 8 processors 8 minutes Fittings needed: log 2 N where N = unit reaction time Total time: 2-3 hours/coefficient

4 How Tuning Works 1)We start a run and expect a result. 2)We get back a finished game, with a number of wins and losses per player. 3)No clear winner unless… 4)What we did is to run 3 attacking, defending, and gathering groups on a single board, and then progressed to multiple boards 5) Increased resolution with total game count, allowing for more intelligent units.

5 Parallel AI development Style –Random Attack –Focused Attack –Focused all 3 groups –Focused 3 large groups –Intelligent Attack –3 Intelligent Defense and Attack Groups –3 Intelligent Defense Attack and Gathering Groups Runtime –10 seconds –30 seconds –Group size * 0.02 sec. –10 seconds –2 minutes –8 minutes

6 Future Considerations Draws : AI is not conservative enough to hold a tight space, so draw number increases when weights are fixed for the tuning process. Restrictions –Battlefield size: 200 x 200 x 200 –Unit detection size: 5x5x5 –Units per player: 30 –Unit speed: 1 –Total Turns < 3000 (10000 turns/second) –ResultsResults


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