256 research outputs found

    "It's Unwieldy and It Takes a Lot of Time." Challenges and Opportunities for Creating Agents in Commercial Games

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    Game agents such as opponents, non-player characters, and teammates are central to player experiences in many modern games. As the landscape of AI techniques used in the games industry evolves to adopt machine learning (ML) more widely, it is vital that the research community learn from the best practices cultivated within the industry over decades creating agents. However, although commercial game agent creation pipelines are more mature than those based on ML, opportunities for improvement still abound. As a foundation for shared progress identifying research opportunities between researchers and practitioners, we interviewed seventeen game agent creators from AAA studios, indie studios, and industrial research labs about the challenges they experienced with their professional workflows. Our study revealed several open challenges ranging from design to implementation and evaluation. We compare with literature from the research community that address the challenges identified and conclude by highlighting promising directions for future research supporting agent creation in the games industry.Comment: 7 pages, 3 figures, to be published in the 16th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-20

    A Real-time Strategy Agent Framework and Strategy Classifier for Computer Generated Forces

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    This research effort is concerned with the advancement of computer generated forces AI for Department of Defense (DoD) military training and education. The vision of this work is agents capable of perceiving and intelligently responding to opponent strategies in real-time. Our research goal is to lay the foundations for such an agent. Six research objectives are defined: 1) Formulate a strategy definition schema effective in defining a range of RTS strategies. 2) Create eight strategy definitions via the schema. 3) Design a real-time agent framework that plays the game according to the given strategy definition. 4) Generate an RTS data set. 5) Create an accurate and fast executing strategy classifier. 6) Find the best counterstrategies for each strategy definition. The agent framework is used to play the eight strategies against each other and generate a data set of game observations. To classify the data, we first perform feature reduction using principal component analysis or linear discriminant analysis. Two classifier techniques are employed, k-means clustering with k-nearest neighbor and support vector machine. The resulting classifier is 94.1% accurate with an average classification execution speed of 7.14 us. Our research effort has successfully laid the foundations for a dynamic strategy agent

    A Survey of Monte Carlo Tree Search Methods

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    Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work

    Adaptive Agent Architectures in Modern Virtual Games

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    Ph.DDOCTOR OF PHILOSOPH

    Developing an Effective and Efficient Real Time Strategy Agent for Use as a Computer Generated Force

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    Computer Generated Forces (CGF) are used to represent units or individuals in military training and constructive simulation. The use of CGF significantly reduces the time and money required for effective training. For CGF to be effective, they must behave as a human would in the same environment. Real Time Strategy (RTS) games place players in control of a large force whose goal is to defeat the opponent. The military setting of RTS games makes them an excellent platform for the development and testing of CGF. While there has been significant research in RTS agent development, most of the developed agents are only able to exhibit good tactical behavior, lacking the ability to develop and execute overall strategies. By analyzing prior games played by an opposing agent, an RTS agent can determine the opponent\u27s strengths and weaknesses and develop a strategy which neutralizes the strengths and capitalizes on the weaknesses. It can then execute this strategy in an RTS game. This research develops such an RTS agent called the Killer Bee Artificial Intelligence (KBAI). KBAI builds a classifier for an opposing RTS agent which allows it to predict game outcomes. It then takes this classifier, uses it to generate an effective counter-strategy, and executes the tactics required for the strategy. KBAI is both effective and efficient against four high-quality scripted agents: it wins 100% of the time, and it wins quickly. When compared to native artificial intelligence, KBAI has superior performance. It exhibits strategic behavior, as well as the tactics required to execute a developed strategy

    Algorithms for Adaptive Game-playing Agents

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