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Reinforcement Learning in Real-Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

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Page 1: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Reinforcement Learning in Real-

Time Strategy Games

Nick Imrei

Supervisors: Matthew Mitchell & Martin Dick

Page 2: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Outline

Reasons What this research is about Motivation and Aim

Background RTS games Reinforcement Learning explained Applying RL to RTS

This project Methodology Evaluation Summary

Page 3: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Motivation and Aims

Problem: AI has been a neglected area – game developers

have adopted the “not broken so why fix it” philosophy

Internet Thrashing – my own experience Aim:

Use learning to develop a human-like player Simulate beginner → intermediate level play Use RL and A-life-like techniques

E.g. Black and White, Pengi [Scott]

Page 4: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

RTS Games – The Domain

Two or more teams of individuals/cohorts in a war-like situation on a series of battlefields E.g. Command & Conquer, Starcraft, Age of Empires, Red Alert,

Empire Earth Teams can have a variety of:

Weapons Units Resources Buildings

Players required to manage all of the above to achieve the end goal.(Destroy all units, capture flag, etc.)

Page 5: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Challenges offered in RTS games Real time constraints on actions High level strategies combined with low-

level tactics Multiple goals and choices

Page 6: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

The Aim and Approach

Create a human-like opponentRealisticDiverse behavior (not boring)This is difficult to do!

Tactics and Strategy Agents will be reactive to environmentLearn rather than code – Reinforcement

learning

Page 7: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

The Approach Part 1 – Reinforcement Learning Reward and Penalty

Action Rewards / Penalties Penalize being shot Reward killing a player on the other team

Strategic Rewards / Penalties Securing / occupying a certain area Staying in certain group formations Destroying all enemy units

Aim to receive maximum reward over time Problem: Credit assignment

What rewards should be given to which behaviors?

Page 8: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

The Approach Part 2 – Credit Assignment States and actions Decide on a state space and action space Assign values to

States, or States and Actions

Train the agent in this space

Page 9: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Reinforcement Learning example

Page 10: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Reinforcement Learning example

Page 11: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Why use Reinforcement Learning? Well suited to problems where there is a

delayed reward (tactics and strategy) The trained agent moves in (worst case)

linear time (reactive) Problems:

Large state spaces (state aggregation)Long training times (ER and shaping)

Page 12: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

The Approach Part 3 – Getting Diversity

Agent

Agent state space

A-life-like behavior using aggregated state spaces

Page 13: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Research Summary:

Investigate this approach using a simple RTS game Issues:

Empirical Research Applying RL in a novel way Not using entire state space Need to investigate

Appropriate reward functions Appropriate state spaces

Problems with Training Will need lots of trials - the propagation problem No. trials can be reduced using Shaping [Mahadevan] and

Experience Replay [Lin] Self play – other possibilities include A* and human opponents

Tesauro, Samuel

Page 14: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Methodology

Hypothesis: “The combination of RL and reduced state spaces in

a rich (RTS) environment will lead to human-like gameplay”

Empirical investigation to test hypothesis Evaluate system behavior

Analyze the observed results Describe interesting phenomenon

Page 15: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Evaluation

Measure the diversity of strategies How big a change (and what type) is required to

change the behaviour – a qualitative analysis of this Success of strategies

I.e. what level of gameplay does it achieve Time to win, points scored, resembles humans

Compare to human strategies “10 requirements of a challenging and realistic

opponent” [Scott]

Page 16: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Summary thus far…

Interested in a human-level game program Want to avoid brittle, predictable programmed

solutions Search program space for most diverse

solutions using RL to direct search Allows specifications of results, without needing to

specify how this can be achieved

Evaluate the results

Page 17: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

The Game – Maps and Terrain

2 Armies of equal amount on an n*n map.

Terrain: Grass, Trees, Boundary

Squares and Swamp All units can move on these

squares, however Different terrain types

affect a soldier’s attributes each in a different way

Page 18: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

The Game – Soldiers

Soldier Attributes include: Sight Range Weapon Range Fatigue Speed Health Direction Relation Lines

Page 19: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Experiments Part 1: Hand-coded Strategies Create 8 different Hand-coded Strategies

Incl. Horde, Disperse, Central Defense, etc. Test their effectiveness based on:

Time taken to winTime taken to eliminate an enemy once

spottedDamage sustained when victorious

Page 20: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Results of Experiments Part 1

Units deployed closer resulted in quicker games. No strategy was consistently successful against

all others. The 3 most successful were:

Occupy Horde Central Defense

Strategies meant nothing once army sizes were > 150 on a 80*80 map.

Page 21: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Experiments Part 2: Control Architectures Centralized

All units are controlled by one entityOnly do what is commanded (no auto-

behavior)View area = Central controllers ViewscreenGroup FormationUnit SelectionUnit Commanding

Page 22: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Experiments Part 2: Control Architectures Localized

Units are independently maneuvered controlled ala Artificial-life

Viewing space is only what they see individually

Formation ; CohortsUnit Selection & Movement done via an

A-life State Machine

Page 23: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Experiments Part 2: Control Architectures Testing:

Given the best 3 techniques from part1,Program them in a centralized and localized

mannerBase their effectiveness on criteria from part 1Observe the realism of the 6 new hand-coded

strategies

Page 24: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Results of Experiments Part 2

As individual unit sight and weapon range increased, localized performed better.

A-life performed better on rougher terrain, whereas centralized often got stuck.

Centralized formation takes less time, hence it did better in situations where the

ArmySize : MapSize ratio increased.

Page 25: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Results of Experiments Part 2

Realism Evaluation:Localized resembles more a group of soldiersCentralized better resembles human

gameplay. Given its success a local framework is

used as a template for the learning agent

Page 26: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Learning Agents - Architecture

Each agent will work off the same learning table.

Is expected to speed up learning – by learning from everyone’s mistakes rather than just your own

Agents are trained against all opponents from parts 1 and 2

Page 27: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Learning Agents – Representing the world States

Divide sight range up into sectionsEach section can have a combination of an

ally, a health spot, an enemy or none.(On or off a health spot) 288 possible world

states. Actions

Move & Shoot (left, forward, right, back)

Page 28: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Learning Agents – Representing the world Rewards:

Positive: Shooting an enemy Moving to a health spot

Negative: Being shot / killed Being on a health spot when health is full

Reinforcement: Q(s,a) = R(s,a) + γ Σs’P(s’|s,a)Q(s,a,s’)

Page 29: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Results of Experiments Part 3

Learning of behaviors was achieved in only a few simulations

Agents developed the following behaviors: Shoot when seen unless health is low If Health is low, move to health spot Units form a health-spot queue Diversion of a centralized opponents attention

Learning agents were consistently successful against all others bar centralized hording.

Agents told what to do – not how to do it Human testing didn’t prove too successful!

Page 30: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Conclusions

A localized approach was found to be more successful overall than a centralized one.

Given the sans base and resource element of the game, the all out aggressive strategies faired the best

Learning strategies were successful against most programmed ones

Diversion and health spot sharing behaviors were observed

Page 31: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

Future Work

Extending the RTS game so it has:Resources and resource gatheringDifferent Unit typesBase building and maintenance

Testing the RL/A-life framework in other game genres including Role Playing Games, Sim games and Sports.

Page 32: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

References

Bob Scott. The illusion of intelligence. AI Game Programming Wisdom, pages 16–20, 2002.

Sridhar Mahadevan and Jonathan Connell. Automatic programming of behavior-based robots using reinforcement learning. Artificial Intelligence 55, pages 311–364, 1992.

L Lin. Reinforcement learning for robots using neural networks. PhD thesis, School of Computer Science, Carnegie Mellon University, Pittsburgh USA, 1993.

Mark Bishop Ring. Continual Learning in Reinforcement Environments. MIT Press, 1994.

Page 33: Reinforcement Learning in Real- Time Strategy Games Nick Imrei Supervisors: Matthew Mitchell & Martin Dick

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