Heuristic Search in Empire-Based Games - PowerPoint PPT Presentation

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Heuristic Search in Empire-Based Games

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Title: Heuristic Search in Empire-Based Games


1
Heuristic Search in Empire-Based Games
  • CS-470
  • Nathan Freeburg

2
Introduction
  • Goal
  • Develop a hierarchical heuristic search algorithm
    to determine moves for a simple strategy game.
  • Why heuristic search?
  • Why hierarchical?

3
Heuristic Search
  • What is it?
  • Method of choosing branches in a state space
    which are more likely to lead to an acceptable
    solution to the problem.
  • Often implemented through minimax search.

4
Search Example
A
A
2
2
D
C
B
D
C
B
2
-99
-2
2
-99
-2
M
L
K
J
I
H
G
F
E
M
L
K
J
I
H
G
F
E
2
4
5
-99
-1
1
-2
2
4
2
4
5
-99
-1
1
-2
2
4
5
Reducing the Search Space
  • A full search for a game with n pieces and m
    moves per piece, to a depth of d, requires
    examination of (mn)d separate states.
  • A full depth search for each piece, performed one
    at a time for all pieces, reduces the number of
    states to be examined to n(m(d1)).
  • Remember moves made by other pieces at the
    current depth.

6
Algorithm Used
  • Choose a piece to focus on.
  • For all other pieces, perform a depth 1
    lookahead to determine best move at that level.
  • Perform a full depth lookahead for the chosen
    piece to determine the best move.
  • Repeat for all pieces.

7
Constructing a Hierarchy
  • Split the decision making process into levels.
  • Determine overall strategy at the highest level.
  • Rule-based approach.
  • Determine the moves necessary to implement that
    strategy at the next level.
  • Heuristic search.

8
Test Game
  • Loosely based on Empire, via Empire Lite.
  • Only resources are cities.
  • Advantage goes to attacker.
  • Two win conditions.
  • All opposing units eliminated.
  • All cities occupied by one side.

9
Results
  • Hierarchical heuristic search outperformed
    non-hierarchical search.
  • Average move time was about 5 seconds for a
    lookahead depth of 8 on a 400 Mhz processor.
  • Still too high for mainstream applications, but
    promising.

10
Further Work
  • At a superficial level further tuning of the
    heuristics and tightening of the code.
  • Division of units into separate groups, each of
    which could be given different goals.
  • More robust set of rules for decision making at
    the top level.

11
Conclusions
  • Hierarchical heuristic search preferable to
    non-hierarchical, despite increase in complexity.
  • Use in mainstream applications dependent on
    further increases in processing speed.
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