Motion Gaming AI Using Time Series Forecasting and Dynamic Difficulty

Motion Gaming AI Using Time Series Forecasting and Dynamic Difficulty

Motion Gaming AI using Time Series Forecasting and Dynamic Difficulty Adjustment Takahiro Kusano∗, Yunshi Liuy Pujana Paliyawan Graduate School of Information Science and Engineering Research Organization of Science and Technology Ritsumeikan University Ritsumeikan University Kusatsu, Shiga, Japan Kusatsu, Shiga, Japan ∗[email protected], [email protected] [email protected] Ruck Thawonmasz, Tomohiro Haradax College of Information Science and Engineering Ritsumeikan University Kusatsu, Shiga, Japan [email protected] [email protected] Abstract—This paper proposes a motion gaming AI that underused. HP-AI’s overview is given in Fig. 1 where MCTS encourages players to use their body parts in a well-balanced stands for Monte-Carlo tree search. However, this AI could manner while promoting their player experience. The proposed not follow change in the players behavior well [7] and did not AI is an enhanced version of our previous AI in two aspects. First, it uses time series forecasting to more precisely predict have any mechanism to adapt its strength to fit the ability of what actions the player will perform with respect to its candidate the player. actions, based on which the amount of movement to be produced To overcome the above issues, in this research, we introduce on each body part of the player against each of such candidates two mechanisms to the above AI. The first mechanism is is derived; as in our previous work. the AI selects its action from for more precise prediction of the player’s counter actions those candidates with a goal of making the player’s movement of their body parts on both sides equal. Second, this AI employs by using time series forecasting, where four methods of Monte-Carlo tree search that finds candidate actions according time series forecasting—Auto Regressive Integrated Moving to dynamic difficulty adjustment. Our results show that the Average (ARIMA), Exponential Smoothing State Space Model proposed game AI outperforms our previous AI in terms of the (ETS), Na¨ıve forecasting, and forecasting based on the average player’s body-movement balancedness, enjoyment, engrossment, (Mean)—and the combination of the four methods are exam- and personal gratification. Index Terms—game AI, games for health, motion games, ined. The second mechanism is dynamic difficulty adjustment Monte-Carlo tree search, dynamic difficulty adjustment, time (DDA) to enhance player experience. After descriptions on series forecasting research background and existing work in Section 2, the pro- posed AI is described in Section 3, followed by the conducted I. INTRODUCTION experiment and results in Section 4. Full-body motion games are useful for preventing obesity II. RESEARCH BACKGROUND AND EXISTING WORK [1] and promoting healthy exercises [2]. However, not much A. FightingICE and UKI attention has been paid on possible adverse effects [3]. In FightingICE [8] is an open-source fighting game AI devel- motion games, repetition movement of few motions or unbal- opment platform developed for academic research purpose. It anced use of body parts can cause injuries such as dystonia has been used as a platform for an annual AI competition by [4], so there is need for a mechanism that encourages healthy IEEE Conference on Computational Intelligence and Games exercises to suppress these adverse effects. since 2014, including IEEE Conference on Games 2019. This We previously developed a fighting game AI—named game covers basic features in the genre of fighting games, and Health Promotion AI (HP-AI)—for being used as the opponent there exist more than 30 actions for each game character. AI against human players that stealthy promotes their health FightingICE was used by us in several research studies during motion gameplay [5]. This AI determines its next action of various themes, not limited to AI development. Some of based on prediction on how each of its candidate actions these studies include a study on design of body motions for will induce the player to move and how their health will be motion gaming [9], development of an intelligent assistant for affected. Given the player’s body movement data from UKI providing instructions and recommending motions to players [6], the middleware in use, the AI’s goal is to promote the during full-body motion gaming [10] and development of a balancedness in use of body segments of the player or in universal interface for motion gaming [6]. In addition, studies other words, to lead the player to use their body parts that are on the AI development aspect include application of a hybrid- reward deep-learning architecture [11] and investigation of 978-1-7281-1884-0/19/$31.00 ©2019 IEEE Fig. 2. Overview of MCTS are repeated until a given amount of execution time is elapsed. The description of each step is in the following. 1) Selection: select the child nodes with the highest UCB1 from the root node to a leaf node. UCB1 is expressed by r Fig. 1. Overview of HP-AI 2 ln N UCB1i = Xi + C (1) Ni In eqn. (1), X is the average evaluation value of the i-th Kinect-based fighting game AIs that encourage their players i node (eqns. (2) and (3)), C is a balancing parameter, N is to use various skills [12]. i the number of visits at the i-th node, and N is the number of FightingICE was also used by many other researchers visits at the parent node of the i-th node. worldwide, especially on studies related to AI development. For instances, Majchrzak et al. [13] studied on an application Ni 1 X of dynamic scripting to a FightingICE agent, and Demediuk Xi = evalj (2) N et al. [14] developed dynamic difficulty adjustment AI agents. i j=1 There existed several studies on MCTS AIs; for FightingICE, my my for examples, Pinto and Coutinho [15] combined hierarchical evalj = afterHPj − beforeHPj reinforcement learning with MCTS and Kim and Ahn [16] opp opp − afterHPj − beforeHPj (3) proposed a hybrid FightingICE AI using a genetic algorithm In eqns. (2) and (3), evalj is the evaluation value of the j- and MCTS. In addition, Konecnˇ y´ [17] introduced a dynamic my my 7-dimensional skill-capturing game player model and real-time th simulation, afterHPj and beforeHPj are Hit-Points (HP) of the character after and before the j-th simulation, metrics for modeling fighting-game players using FightingICE opp opp as a study platform. afterHPj and beforeHPj are those of the opponent The aforementioned UKI, standing for Universal Kinect- character. Accordingly, the more the AI reduces the opponent’s type-controller by ICE Lab (the short name for our laboratory), HP and maintains its own HP, the higher the evaluation value is the middleware that enables various games on PC to be becomes. played by body movement. It converts motions that the player 2) Expansion: create all child nodes of the leaf node at performs in front of Kinect into keyboard input. Therefore, once if the number of visits at the leaf node exceeds Nmax, even with commercially available games that are not com- a threshold, and the depth of the tree at the leaf node is less patible with Kinect, operation by the whole body becomes than Dmax, another threshold. possible. In this paper, UKI is applied to FightingICE. 3) Simulation: simulate the game for Tsim frames using a sequence of actions in the path from the root node to the leaf node as the AI’s actions while using random actions as B. Monte-Calro Tree Search (MCTS) and Dynamic Difficulty the opponent’s actions. Then calculate eval at the end of the Adjustment (DDA) j simulation. MCTS is a best-first search technique that uses stochas- 4) Backpropagation: update the UCB1 values of all nodes tic simulations. As a sample AI for the aforementioned AI in the path from bottom to top. competition, Yoshida proposed a fighting game AI, called Ishihara et al. proposed an MCTS AI that makes gameplay MctsAi [18], that used open-loop MCTS [19]. Fig. 2 shows go within the so-called flow zone [20] by adjusting the strength an overview of MCTS in general. In this figure, for the open- of the AI according to the abilities of the player [21]. This was loop approach, the root node is the current game state and achieved by modifying evalj of the MCTS AI of Yoshida et child nodes represent actions while they represent states in al. to perform DDA and suppress unnatural behaviors such as standard MCTS. There are four steps in MCTS: selection, intentionally taking damage with no defense at all. In their expansion, simulation and backpropagation. These four steps work, evalj is calculated as in the Action History database; this part is new and is the evalj = (1 − α) Bj + αEj (4) second contribution of this work to be described in the next subsection. In eqn. (4), Bj is a term to suppress unnatural behaviors by promoting the AI’s aggressiveness, E is a term related to j STEP 3 difficulty adjustment, and α dynamically weighs which term should be emphasized. They are given as follows: Select the action predicted to have the highest likelihood beforeHP opp − afterHP opp in increasing the player’s body balancedness due to the B = tanh j j (5) corresponding counteraction by the player, out of the three j Scale candidate actions obtained in STEP 1; this step is the same as my opp afterHP − afterHP the one used in Paliyawan et al.’s work [5]. E = 1 − tanh j j (6) j Scale A. Time Series Forecasting for Predicting Player’s Counter- my opp beforeHPj −beforeHPj action tanh Scale − β + 1 α = (7) 2 In STEP 2, the probability of each counteraction by the player in the Action History database is calculated by time In eqns.

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