Building Human-Level AI for Real-Time Strategy Games

Building Human-Level AI for Real-Time Strategy Games

Advances in Cognitive Systems: Papers from the 2011 AAAI Fall Symposium (FS-11-01) Building Human-Level AI for Real-Time Strategy Games Ben G. Weber Michael Mateas Arnav Jhala Expressive Intelligence Studio Expressive Intelligence Studio Computational Cinematics Studio UC Santa Cruz UC Santa Cruz UC Santa Cruz [email protected] [email protected] [email protected] Abstract Real-time strategy games demonstrate the need for het- erogeneous agent architectures, because reducing the deci- Video games are complex simulation environments with many real-world properties that need to be addressed in sion complexity of the domain is non-trivial. One possi- order to build robust intelligence. In particular, real- ble approach is to split gameplay into isolated subproblems time strategy games provide a multi-scale challenge and to reason about each subproblem independently. This which requires both deliberative and reactive reason- approach is problematic, because RTS gameplay is non- ing processes. Experts approach this task by studying hierarchical resulting in contention for in-game resources a corpus of games, building models for anticipating op- across different subproblems. A second approach is to de- ponent actions, and practicing within the game environ- velop an abstraction of the state space and use it for reason- ment. We motivate the need for integrating heteroge- ing about goals. This approach is also problematic, because neous approaches by enumerating a range of competen- different types of abstractions are necessary for the differ- cies involved in gameplay and discuss how they are be- ent tasks that need to be performed. RTS gameplay requires ing implemented in EISBot, a reactive planning agent that we have applied to the task of playing real-time concurrent and coordinated goal pursuit across multiple ab- strategy games at the same granularity as humans. stractions. We refer to AI tasks that have these requirements as multi-scale AI problems (Weber et al. 2010). Our domain of analysis is the real-time strategy game Introduction StarCraft. High-level StarCraft gameplay requires special- Real-time strategy (RTS) games are a difficult domain for izing in several different competencies of varying complex- humans to master. Expert-level gameplay requires per- ity. One such competency is micromanagement, which is forming hundreds of actions per minute in partial informa- the task of controlling individual units in combat scenarios tion environments. Additionally, actions need to distributed in order to maximize the utility of a squad of units. This area across a range of in-game tasks including advancing re- of expertise focuses on reactive behavior, because it requires search progress, sustaining an economy, and performing tac- split-second timing of actions. Another competency is strat- tical assaults. Performing well in RTS games requires the egy selection, which is the task of determining which types ability to specialize in many competencies while at the same of units to produce and which upgrades to research. This time working towards high-level goals. RTS gameplay re- area of expertise focuses on planning and opponent model- quires both parallel goal pursuit across distinct competen- ing, and involves formulating strategies in order to counter cies as well as coordination among these competencies. opponent strategies. We also selected this game because it is Our work is motivated by the goal of building an agent played at a professional level, resulting in a large number of capable of exhibiting these types of reasoning processes in a high-quality replays being available for analysis, and there complex environment. Specifically, our goal is to develop an is a large player base for evaluating our system. RTS agent capable of performing as well as human experts. Our approach for managing the complexity of StarCraft is Paramount to this effort is evaluating the agent in an environ- to partition gameplay into domains of competence and de- ment which resembles the interface provided to human play- velop interfaces between these competencies for resolving ers as closely as possible. Specifically, the agent should not goal conflicts. It is based on the integrated agent framework be allowed to utilize any game state information not avail- proposed by McCoy and Mateas (2008), which partitions the able to a human player, such as the locations of non-visible behaviors in a reactive planning agent into managers which units, and the set of actions provided to the agent should be specialize in distinct aspects of gameplay. The decomposi- identical to those provided through the game’s user inter- tion of gameplay into managers is based on analysis of ex- face. Enforcing this constraint ensures that an agent which pert gameplay. performs well in this domain is capable of integrating and EISBot is a heterogeneous agent for playing StarCraft specializing in several competencies. which incorporates many of these competencies. The core Copyright c 2011, Association for the Advancement of Artificial of the agent is a reactive planner that supports real-time ac- Intelligence (www.aaai.org). All rights reserved. tion execution and concurrent goal pursuit. A large num- 329 ber of competencies are implemented in the ABL reactive steps, updates the world state, and picks the next step. Be- planning language (Mateas and Stern 2002). The reactive haviors selected for execution by Darmok can be customized planner interfaces with external components which perform by specifying a behavior tree for performing actions (Palma prediction and planning tasks. These components are imple- et al. 2011). The main difference from our approach is that mented using case-based reasoning, machine learning, and Darmok uses a case library to build a collection of behav- particle filters. The components are connected together by iors, while EISBot uses a large collection of hand-authored applying several integration idioms, including using work- behaviors. ing memory as a blackboard, instantiating new goals for the Heterogeneous agent architectures have also been applied agent to pursue, and suspending and resuming the execu- to the task of playing RTS games. Bakkes et al. (2008) tion of tasks. We have performed evaluation of EISBot on a present an approach for integrating an existing AI with case- competitive StarCraft tournament ladder. based reasoning. The AI is able to adapt to opponents by The remainder of this paper is structured as follows. In using a case retriever which selects the most suitable pa- section 2 we discuss related work. Section 3 provides an rameter combination for the current situation, and modify- overview of the EISBot architecture. Next, we discuss Star- ing behavior based on these parameters. Baumgarten et al. Craft gameplay and competencies in Section 4, and present (2009) present an RTS agent that uses case-based reasoning, the competencies in EISBot in Section 5. In section 6 we simulated annealing, and decision tree learning. The system present an evaluation of EISBot. We provide conclusions in uses an initial case library generated from a set of randomly Section 7 and discuss future work in Section 8. played games, and refines the library by applying an evalua- tion function to retrieved cases in order to evolve new tactics. Related Work Our system differs from this work, because components in Our agent builds on ideas from commercial game AI, cogni- EISBot interface using goals and plans rather than parameter tive architectures, and heterogeneous agent designs. It also selection. continues the tradition of using games as an AI testbed. Commercial game AI provides an excellent baseline for Video games are ideal for AI research, because they pro- agent performance, because it must operate within a com- vide a domain in which incremental and integrative advances plex environment, as opposed to an abstraction of a game. can be made (Laird and VanLent 2001). RTS games in However, the goal of commercial game AI is to provide the particular are interesting because they provide several chal- player with an engaging experience, as opposed to playing lenges including decision making under uncertainty, spatial at the same granularity as a player. Both deliberative and re- and temporal reasoning, and adversarial real-time planning active planning approaches have been applied to games. Be- (Buro 2003). Previous work has also shown that the deci- havior trees are an action selection technique for non-player sion complexity of RTS games is enormous (Aha, Molin- characters (NPCs) in games (Isla 2005). In a behavior tree eaux, and Ponsen 2005). system, an agent has a collection of behaviors available for Cognitive architectures provide many of the mechanisms execution. Each decision cycle update, the behavior with required for integrating heterogeneous competencies. The the highest priority that can be activated is selected for exe- ICARUS architecture is capable of reasoning about concur- cution. Behavior trees provide a mechanism for implement- rent goals, which can be interrupted and resumed (Langley ing reactive behavior in an agent, but require substantial do- and Choi 2006). The system has components for perception, main engineering. Goal-oriented action planning (GOAP) planning, and acting which communicate through the use of addresses this problem by using a deliberative planning pro- an active memory. One of the main differences from our cess (Orkin 2003). A GOAP agent has a set of goals, which approach is that our system works towards modeling game- upon activation trigger the agent to replan. The planning play actions performed by players, as opposed to modeling operators are similar to those in STRIPS (Fikes and Nils- the cognitive processes of players. son 1971), but the planner uses A* to guide the planning SOAR is a cognitive architecture that performs state ab- process. The main challenge in implementing a GOAP sys- straction, planning, and multitasking (Wintermute, Xu, and tem is defining representations and operators that can be rea- Laird 2007). The system was applied to the task of playing soned about in real time.

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