215 research outputs found
Deep learning for video game playing
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
MSC: A Dataset for Macro-Management in StarCraft II
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
Online Build-Order Optimization for Real-Time Strategy Agents Using Multi-Objective Evolutionary Algorithms
The investigation introduces a novel approach for online build-order optimization in real-time strategy (RTS) games. The goal of our research is to develop an artificial intelligence (AI) RTS planning agent for military critical decision- making education with the ability to perform at an expert human level, as well as to assess a players critical decision- making ability or skill-level. Build-order optimization is modeled as a multi-objective problem (MOP), and solutions are generated utilizing a multi-objective evolutionary algorithm (MOEA) that provides a set of good build-orders to a RTS planning agent. We de ne three research objectives: (1) Design, implement and validate a capability to determine the skill-level of a RTS player. (2) Design, implement and validate a strategic planning tool that produces near expert level build-orders which are an ordered sequence of actions a player can issue to achieve a goal, and (3) Integrate the strategic planning tool into our existing RTS agent framework and an RTS game engine. The skill-level metric we selected provides an original and needed method of evaluating a RTS players skill-level during game play. This metric is a high-level description of how quickly a player executes a strategy versus known players executing the same strategy. Our strategic planning tool combines a game simulator and an MOEA to produce a set of diverse and good build-orders for an RTS agent. Through the integration of case-base reasoning (CBR), planning goals are derived and expert build- orders are injected into a MOEA population. The MOEA then produces a diverse and approximate Pareto front that is integrated into our AI RTS agent framework. Thus, the planning tool provides an innovative online approach for strategic planning in RTS games. Experimentation via the Spring Engine Balanced Annihilation game reveals that the strategic planner is able to discover build-orders that are better than an expert scripted agent and thus achieve faster strategy execution times
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