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Maurice Bergsma and Peter Meij

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Introduction / Influence Maps / Reasoning / App 1 / App 2 / Issues / Conclusions ... These maps can be combined to create a desirability layer for a certain task ... – PowerPoint PPT presentation

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Title: Maurice Bergsma and Peter Meij


1
Influence Maps
  • Maurice Bergsma and Peter Meij
  • Student Lecture GAI, May 3, 2006

2
Contents
  • Influence Maps
  • Reasoning with Influence Maps
  • Sample Applications
  • Recognizing Strategic Dispositions
  • Environmental Awareness in Game Agents
  • Issues with Influence Maps
  • Conclusions

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
3
Influence Maps
  • Method for (runtime) spatial analysis
  • Matrix representing the game world
  • Each cell stores data for one aspect of that part
    of the world.
  • Values propagate to nearby cells
  • This shows the influence of certain objects on
    each part of the world
  • Useful for many types of games

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
4
Influence Maps (2)
  • Different types of propagation are possible
  • Linear
  • Exponential
  • Gaussian
  • Etc.
  • Game-specific, must be tuned
  • Influences of similar objects can be added
    together

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
5
Influence Maps (3)
  • Occupancy

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
6
Influence Maps (3)
  • Occupancy
  • Passability

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
7
Influence Maps (4)
  • Other possible types of influence maps
  • Vulnerable assets
  • Resources
  • Exploration
  • Line of fire
  • Light level

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
8
Reasoning with Influence Maps
  • Multiple influence maps are stored in a spatial
    database
  • These maps can be combined to create a
    desirability layer for a certain task
  • A desirability layer contains the desirability to
    move to each cell

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
9
Reasoning with Influence Maps (2)
  • Methods of computing desirability
  • Weighted Sum
  • Simple and efficient
  • Must be hand-tuned
  • Opposing influences cancel each other out
  • Product of normalized values
  • Neural Networks
  • Separate weights for each task
  • Number of inputs is large for non-trivial tasks
  • (layers x cells)

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
10
Applications
  • 2 Example applications
  • Recognizing Strategic Dispositions
  • Environmental Awareness in Game Agents

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
11
Recognizing Strategic Dispositions
(image shamelessly copied from Nyree Viktor)
Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
12
Recognizing Strategic Dispositions
Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
13
Recognizing Strategic Dispositions
Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
14
Recognizing Strategic Dispositions
Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
15
Recognizing Strategic Dispositions
Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
16
Recognizing Strategic Dispositions
Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
17
Recognizing Strategic Dispositions
Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
18
Recognizing Strategic Dispositions
Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
19
Environmental Awareness in Game Agents
  • Agents in games need situational awareness to
    give them a sense of
  • What is happening in the environment
  • What could happen next
  • What options there are for action
  • Possible outcomes of those actions
  • Environment in the form of a grid
  • Cells track important (threatening) events and
    conditions, such as rain, fire, other agents
  • This can be done using cellular automata

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
20
Environmental Awareness in Game Agents
  • Cellular automata can be used in games to model
    simplified environmental processes, e.g. air,
    fluid flow
  • Set of rules represent allowable physics of the
    model, and are used to update cell values
  • New state of a cell is a function of previous
    state and state of neighboring cells

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
21
Environmental Awareness in Game Agents
  • Example automata

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
22
Environmental Awareness in Game Agents
  • Cellular automata in games
  • Cells can include data for all kinds of game
    variables and are represented by continuous
    rather than finite values
  • The rules and variables the cellular automaton
    requires depends on what is being modeled in the
    game environment

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
23
Environmental Awareness in Game Agents
  • Reacting sensibly to the environment requires
  • Way to sense the environment
  • Way to choose suitable reaction based on sensed
    data

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
24
Environmental Awareness in Game Agents
  • Role of influence maps
  • Influence maps divide game map into a grid of
    cells, with multiple layers of cells containing
    information about the game world
  • To include environmental decision-making one of
    these layers should consist of the data from the
    cellular automaton
  • Also possible to use influence maps for tactical,
    low-level decision-making

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
25
Environmental Awareness in Game Agents
  • The reactive agents using the combination of
    influence maps and cellular automata can do this
    in three steps
  • Compute danger function to determine each
    cells utility
  • Use its return value to asses the level of
    reaction
  • Let the agent choose the destination cell based
    on this

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
26
Environmental Awareness in Game Agents
  • Danger function

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
27
Environmental Awareness in Game Agents
  • Level of reaction

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
28
Environmental Awareness in Game Agents
  • Choosing a destination

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
29
Environmental Awareness in Game Agents
  • Agents are likely to have greater goals or
    desires they need
  • This can be done through desirability values,
    provided through a desirability layer

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
30
Environmental Awareness in Game Agents
  • Propagation of desirability of a goal in an
    influence map

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
31
Environmental Awareness in Game Agents
  • Choosing a destination, also including
    desirability of the goal

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
32
Environmental Awareness in Game Agents
  • Algorithm for the agents
  • Propagate desirability of the goal
  • Each cycle, calculate the danger value for each
    cell in its local neighborhood
  • Find the optimal cell in the local neighborhood
    of the agent
  • Find the optimal cell in the immediate
    neighborhood

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
33
Environmental Awareness in Game Agents
  • Step 1 desirability propagation

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
34
Environmental Awareness in Game Agents
  • Step 2 Calculate danger value

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
35
Environmental Awareness in Game Agents
  • Step 3 Find optimal cell in local neighborhood

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
36
Environmental Awareness in Game Agents
  • Step 4 Find optimal cell in immediate
    neighborhood

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
37
Issues with Influence Maps
  • Time/space complexity
  • Resolution of the grid
  • Update frequency
  • Tuning
  • Parameter values
  • Agent Design
  • Overlapping influences
  • 3D environments
  • Suboptimal solutions

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
38
Conclusions
  • Influence maps provide an intuitive approach to
    (runtime) spatial analysis
  • Influence maps are fairly easy and
    straightforward to implement
  • Influence maps need quite a lot of tuning to
    deliver optimal solutions
  • Influence maps are therefore not always
    guaranteed to be useful
  • Influence maps can be applied effectively for
    strategic decision-making and reactive path
    finding

Introduction / Influence Maps / Reasoning / App 1
/ App 2 / Issues / Conclusions
39
References
  • Sweetser, Penny. (2004) Strategic
    Decision-Making with Neural Networks and
    Influence Maps. AI Programming Wisdom 2, Charles
    River Media
  • Sweetser, Penny. (2006) Environmental Awareness
    in Game Agents. AI Programming Wisdom 3, Charles
    River Media
  • Tozour, Paul. (2001) Influence Mapping. Game
    Programming Gems 2, Charles River Media
  • Tozour, Paul. (2004) Using a Spatial Database
    for Runtime Spatial Analysis. AI Programming
    Wisdom 2, Charles River Media
  • Woodcock, Steven. (2002) Recognizing Strategic
    Dispositions Engaging the Enemy. AI Programming
    Wisdom, Charles River Media

40
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