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Planning and Learning in Games

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Title: Slide 1 Author: Michael van Lent Last modified by: Michael van Lent Created Date: 7/31/2005 8:26:13 AM Document presentation format: On-screen Show – PowerPoint PPT presentation

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Title: Planning and Learning in Games


1
Planning and Learning in Games
  • Michael van Lent
  • Institute for Creative Technologies
  • University of Southern California

2
Business of Games
  • 60 of Americans play video games
  • 25 Billion dollar industry worldwide (2004)
  • 11 Billion dollars in the US (2004)
  • 6.1 billion in 1999, 5.5 billion in 1998, 4.4
    billion in 1997.
  • One day sales records
  • Halo 2 125 million in a single day
  • Harry Potter (Half-blood Prince) 140 million
    single day
  • Consoles dominate the industry
  • 90 of sales (Microsoft, Sony, Nintendo)
  • Average age of game players is 29
  • Average age of game buyers is 36
  • 59 of game players are men

3
Game AI A little context
  • History of game AI in 5 bullet points
  • Lots of work on path planning
  • Hand-coded AI
  • Finite state machines
  • Scripted AI
  • Embed hints in the environment
  • Things are starting to change
  • Game environments are getting more complex
  • Players are getting more sophisticated
  • Development costs are sky rocketing
  • Incremental improvements are required to get a
    publisher
  • Game developers are adopting new techniques
  • Game AI is becoming more procedural and more
    adaptive

4
Scripted AI Example 1
The AI will attack once at 1100 seconds and
then again every 1400 sec, provided it has
enough defense soldiers.   (defrule (game-time gt
1100) gt (attack-now) (enable-timer 7
1100))   (defrule (timer-triggered
7) (defend-soldier-count gt 12) gt (attack-now)
(disable-timer 7) (enable-timer 7 1400))
Age of Kings Microsoft
5
Scripted AI Example 2
(defrule (true) gt (enable-timer 4
3600) (disable-self))   (defrule (timer-triggere
d 4) gt (cc-add-resource food 700) (cc-add-resou
rce wood 700) (cc-add-resource gold
700) (disable-timer 4) (enable-timer 4 2700))
Age of Kings Microsoft
6
Procedural AI The Sims
The SIMS Maxis
7
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10
Two Adaptive AI Technologies
  • Criteria
  • First-hand experience
  • Support procedural and adaptive AI
  • Early stages of adoption by commercial developers

11
Two Adaptive AI Technologies
  • Criteria
  • Deliberative Planning
  • F.E.A.R. (Monolith/Vivendi Universal for PC)
  • Condemned (Monolith/Sega for Xbox 2)

12
Two Adaptive AI Technologies
  • Criteria
  • Deliberative Planning
  • Machine Learning
  • Long considered scary voodoo
  • Decision tree induction neural nets in Black
    White
  • Drivatar in Forza Motorsport

13
Why Planning and Learning?
  • Improving current games
  • More variable replayable
  • More immersive engaging
  • More customized experience
  • More robust
  • More challenging
  • Improved profits
  • More sales
  • Marketing
  • Cheaper development
  • New elements of game play and whole new genres
  • Necessary as games advance

14
Why not Planning and Learning?
  • Costlier development
  • Is the expense worth the result?
  • Greater processor/memory load
  • AI typically gets 10-20 of the CPU
  • That time comes in frequent small slices
  • Harder to control the players experience
  • Harder to do quality assurance
  • Double the cost of testing
  • Adds technical risk
  • Programmers need to spin up on new technologies
  • Designers need to understand whats possible
  • Designers create the AI Programmers implement it
  • Marketing backlash
  • Once game is stable its too late to add a major
    feature

15
Why Planning and Learning?
  • Improving current games
  • More variable replayable
  • More immersive engaging
  • More customized experience
  • More robust
  • More challenging
  • Improved profits
  • More sales
  • Marketing
  • Cheaper development
  • New elements of game play and whole new genres
  • Necessary as games advance

16
Blah Blah blah Blah?
  • Blah blah blah
  • Blah blah blah
  • Blah blah blah
  • Blah blah blah
  • Blah blah
  • Blah blah
  • Improved profits
  • Blah blah
  • Blah
  • Blah blah
  • Blah blah blah blah blah blah blah blah blah
  • Blah blah blah blah

17
Deliberative Planning
  • What is deliberative planning?
  • If you know the current state of the world
  • and the goal state(s) of the world
  • and the actions available
  • When each can be done
  • How each changes the world
  • then search for a sequence of actions that
    changes the current state into a goal state.
  • Deliberative planning is just a search problem
  • When to plan?
  • Off-line Before/after each game session
  • Real-time During the game session
  • During development Not part of shipped product

18
Deliberative Planning
  • Domain independent planning engine
  • Abstract problem description
  • Goal world state (Mission objective)
  • secure(building1)
  • clear(building1) clear(building2)
    clear(building3)
  • captured(OpforLeader) or killed(OpforLeader)

19
Deliberative Planning
  • Domain independent planning engine
  • Abstract problem description
  • Goal world state (Mission objective)
  • Operators

Team-Move (opfor,L?)
(opfor at L?)
(mobile opfor)
(mobile u3)
(u1 at L?)
Checkpoint (u1)
Checkpoint (u3)
(mobile u1)
(u3 at L?)
Checkpoint (u2)
(mobile u2)
(u2 at L?)
20
Deliberative Planning
  • Domain independent planning engine
  • Abstract problem description
  • Goal world state (Mission objective)
  • Operators

Secure-Base-Against-SW-Attack
(base-secure)
(at-base u?,u?,u?)
Defend-Building (u?, b14)
(u? at b14)
Secure-Perimeter-Against-SW-Attack (opfor)
(at-base u?,u?)
(perimeter-secure)
Patrol (u?, s-path)
(u? at s-path)
Ambush (u?, sw-region)
(u? at sw-region)
21
Deliberative Planning
  • Domain independent planning engine
  • Abstract problem description
  • Goal world state
  • Operators
  • Initial world state
  • Deliberative Planning Find a sequence of
    operators that change the initial world state
    into a goal world state.

22
Strategic Planning Example
Goal
Init
(mobile opfor)
Team-Move (opfor)
Secure-Base-Against-SW-Attack
(opfor at base)
(base-secure)
Checkpoint (u1)
Checkpoint (u3)
Defend-Building (u1, b14)
Checkpoint (u2)
(u1 at b14)
Secure-Perimeter-Against-SW-Attack (opfor)
Patrol (u2, s-path)
(u2 at s-path)
Ambush (u3, sw-region)
(u3 at sw-region)
23
Plan Execution
  • Execute atomic actions from plan
  • Move from abstract planning world to real world
  • Real-time interaction with environment
  • 10 sense/think/act cycles per second

Ambush (u3, sw-region)
Select-ambush-loc
Move-to-ambush-loc
Wait-to-ambush
Ambush-attack
Report-success
Defend
Abandon-ambush
Report-failure
24
Machine Learning Behavior Capture
  • Also called
  • Behavioral Cloning
  • Learning by Observation
  • Learning by Imitation
  • A form of Knowledge Capture
  • Learn by watching an expert
  • Experts are good at performing the task
  • Experts arent always good at teaching/explaining
    the task
  • Learn believable, human-like behavior
  • Mimic the styles of different players
  • When to learn?
  • During development
  • Off-line

25
Drivatar
  • Check out the revolutionary A.I. Drivatar
    technology Train your own A.I. "Drivatars" to
    use the same racing techniques you do, so they
    can race for you in competitions or train new
    drivers on your team. Drivatar technology is the
    foundation of the human-like A.I. in Forza
    Motosport.
  • Collaboration between Microsoft Games and
    Microsoft Research

26
Learning to Fly
  • Learn a flight sim autopilot from observing human
    pilots
  • 30 observations each from 3 experts
  • 20 features (elevation, airspeed, twist, fuel,
    thrust)
  • 4 controls (elevators, rollers, thrust, flaps)
  • Take off, level out, fly towards a mountain,
    return and land
  • Key idea Experts react to the same situation in
    different ways depending on their current goals
  • Divide a flight sim task into 7 phases
  • Learn four decision trees for each stage (one per
    control)
  • Second key idea Dont combine data from multiple
    experts
  • Sammut, C. Hurst, S., Kedzier, D., and Michie, D.
    Learning to fly. In Proceedings of the Ninth
    International Conference on Machine Learning,
    pgs. 385-393, 1992.

27
KnoMic (Knowledge Mimic)
  • Learn air combat in a flight sim and a deathmatch
    bot in Quake II
  • Dynamic behavior against opponents
  • Cant divide the task into fixed phases
  • Key idea Experts dynamically select which
    operator theyre working on based on opponent and
    environment
  • Also learn when to select operators
    (pre-conditions)
  • and what those operators do (effects)
  • Second key idea Experts annotation observations
    with their operator selections
  • van Lent, M. Laird, J. E., Learning Procedural
    Knowledge by Observation. Proceedings of the
    First International Conference on Knowledge
    Capture (K-CAP 2001), October 21-23, 2001,
    Victoria, BC, Canada, ACM, pp 179-186.

28
The Future
29
Where to learn more
  • AI and Interactive Digital Entertainment
    Conference
  • Marina del Rey, June 2006
  • Journal of Game Development
  • Charles River Media
  • Game Developer Magazine
  • August special issue on AI
  • Game Developers Conference
  • AI Game Programming Wisdom book series
  • Historical
  • 2005 IJCAI workshop on Reasoning, Representation
    and Learning in Computer Games
  • AAAI Spring Symposiums 1999 2003
  • 2004 AAAI Workshop

30
Interesting observations
  • A few of my own
  • The most challenging opponent isnt the most fun.
  • Never stupid is better than sometimes
    brilliant.
  • Never underestimate the players ability to see
    intelligence where there is none.
  • Game companies arent a source of research funds
  • A few of Will Wrights
  • Maximize the ratio of internal complexity to
    perceived intelligence.
  • The player will build an internal model of your
    system. If you dont help them build it, theyll
    probably build the wrong one.
  • The flow of information about a system has a huge
    impact on the players perception of its
    intelligence.
  • From the players point of view there is a fine
    line between complex behavior and random behavior.
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