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A Learning Process Architecture for Continuous Strategic Games

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Artificial Intelligence Overview ... Liquid AI (Madden 2005): Courtesy: Electronic Arts. Jonathan Gibbs, MURF 2004. The RoboFlag Game ... – PowerPoint PPT presentation

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Title: A Learning Process Architecture for Continuous Strategic Games


1
A Learning Process Architecture for Continuous
Strategic Games
  • By Jonathan Gibbs
  • Mentor Richard Murray
  • Co-Mentor Ling Shi

2
Artificial Intelligence Overview
  • It is the science and engineering of making
    intelligent machines, especially intelligent
    computer programs. It is related to the similar
    task of using computers to understand human
    intelligence, but AI does not have to confine
    itself to methods that are biologically
    observable. (John McCarthy Stanford University)
  • To obtain a scientific understanding of the
    mechanisms underlying thought and intelligent
    behavior and their embodiment in machines.
    (American Association for Artificial
    Intelligence)

3
Artificial Intelligence in Games
4
The RoboFlag Game
  • Up to 6 on 6 capture the flag game
  • Limited sensing and communication capability
  • Simulator and Hardware testbed
  • Each robot operates as a separate entity

Courtesy Richard Murray
5
Objectives
  • Create a learning process architecture that does
    not rely predefined strategies
  • Implement the architecture so that a simple
    strategy can be defeated in a small number of
    tries
  • Make the process cooperative

6
Typical Learning Processes
  • State Definition
  • Reward Scheme
  • Mathematical Model
  • Strategy Database
  • Probabilistic decision maker
  • Solve the game as a math problem
  • Solve a probabilistic graph

Current State
Game
Database
Next Action
Current State
Game
Model
Next Action
7
Challenges with RoboFlag
  • RoboFlagis a dynamic game, NOT a board game
  • Limited model detail
  • Limited database size
  • Limited computation time
  • Small amount useful information available
  • Limited state definition must be efficient and
    effective
  • Limited sharing capability
  • Reward system must be aggressive

Current State
Game
Next Action
Current State
Game
Next Action
8
State Definition
struct JRobotStatus float radius //radius
from flag float theta //theta from
flag BOOL myside //which side of the
field BOOL enemy_present //Is there an enemy
in front of us BOOL gotflag //Do we have the
flag float prob1 //Probabilities of assigned
actions. float prob2 float prob3 float
prob4 float prob5 float prob6 float
prob7 float prob8
  • Contain relevant information
  • Easy to interpret
  • Small
  • Computationally efficient

9
Reward Scheme
  • Aggressive
  • Robust
  • Efficient
  • enum JReward Tagged -5, Ambig 0,
    MovedCloser 2, InZone 10, GotFlag 10

10
The Architecture (Good)
RoboFlag
11
The Opposition (Evil)
  • Man to Man Strategy
  • Feasible for one robot to beat
  • Spiral Approach
  • Change directions

12
Results
  • Very little movement
  • No reaction based on enemy location
  • Many inconclusive events
  • Flag was never captured

13
Changes
  • Changed default probabilities
  • Replaced 2 boolean variables with enemy location
    information
  • Cosmetic changes to the update function
  • Added ability to read an old log file

14
Results
  • More movement towards the flag
  • New probability weights made enemy information
    insignificant
  • Did capture the flag
  • Logger failed

15
Conclusions
  • Architecture did not achieve original objective
    but showed potential
  • No matter how much learning the computer does,
    the mechanisms by which it learns must be
    continuously tweaked
  • Trial and Error is easy to implement but is
    probably not the best approach
  • Severe limitations when using mathematics to
    model reason

16
Future Work
  • Increase state definition size until it is
    computationally too expensive
  • Implement a mechanism for cooperation with other
    robots
  • Perfect the architecture so that it can learn
    defensive and offensive strategy at the same time

17
Acknowledgments
  • Richard Murray
  • Ling Shi
  • Brian Beck and Jing Xiong
  • CDS Staff
  • MURF 2004
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