3,235 research outputs found

    Combining AI Methods for Learning Bots in a Real Time Strategy Game

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    We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy game released in 2006 by Introversion Software Ltd. The AI-bot retrieves plans from a case-base of recorded games, then uses these to generate a new plan using a method based on decision tree learning. In addition, we have implemented more sophisticated control over low-level actions that enable the AI-bot to synchronize bombing runs, and used a simulated annealing approach for assigning bombing targets to planes and opponent cities to missiles. We describe how our AI-bot operates, and the experimentation we have performed in order to determine an optimal configuration for it. With this configuration, our AI-bot beats Introversion's finite state machine automated player in 76.7% of 150 matches played. We briefly introduce the notion of ability versus enjoyability and discuss initial results of a survey we conducted with human players

    MSC: A Dataset for Macro-Management in StarCraft II

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    Macro-management is an important problem in StarCraft, which has been studied for a long time. Various datasets together with assorted methods have been proposed in the last few years. But these datasets have some defects for boosting the academic and industrial research: 1) There're neither standard preprocessing, parsing and feature extraction procedures nor predefined training, validation and test set in some datasets. 2) Some datasets are only specified for certain tasks in macro-management. 3) Some datasets are either too small or don't have enough labeled data for modern machine learning algorithms such as deep neural networks. So most previous methods are trained with various features, evaluated on different test sets from the same or different datasets, making it difficult to be compared directly. To boost the research of macro-management in StarCraft, we release a new dataset MSC based on the platform SC2LE. MSC consists of well-designed feature vectors, pre-defined high-level actions and final result of each match. We also split MSC into training, validation and test set for the convenience of evaluation and comparison. Besides the dataset, we propose a baseline model and present initial baseline results for global state evaluation and build order prediction, which are two of the key tasks in macro-management. Various downstream tasks and analyses of the dataset are also described for the sake of research on macro-management in StarCraft II. Homepage: https://github.com/wuhuikai/MSC.Comment: Homepage: https://github.com/wuhuikai/MS

    Deep learning for video game playing

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    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse rewards

    The Hanabi Challenge: A New Frontier for AI Research

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    From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques.Comment: 32 pages, 5 figures, In Press (Artificial Intelligence

    Improving Hearthstone AI by Combining MCTS and Supervised Learning Algorithms

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    We investigate the impact of supervised prediction models on the strength and efficiency of artificial agents that use the Monte-Carlo Tree Search (MCTS) algorithm to play a popular video game Hearthstone: Heroes of Warcraft. We overview our custom implementation of the MCTS that is well-suited for games with partially hidden information and random effects. We also describe experiments which we designed to quantify the performance of our Hearthstone agent's decision making. We show that even simple neural networks can be trained and successfully used for the evaluation of game states. Moreover, we demonstrate that by providing a guidance to the game state search heuristic, it is possible to substantially improve the win rate, and at the same time reduce the required computations.Comment: Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games (CIG'18); pages 445-452; ISBN: 978-1-5386-4358-
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