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Automatic Learning of Combat Models Automatic Learning of Combat Models

Automatic Learning of Combat Models - PowerPoint Presentation

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Automatic Learning of Combat Models - PPT Presentation

for RTS Games Alberto Uriarte and Santiago Ontañón Drexel University Philadelphia November 16 2015 Motivation To use a gametree search algorithm we need a forward model or simulator ID: 467694

time unit model army unit time army model remove combat level units dpf model0 destroy damage target sustained abstraction

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Slide1

Automatic Learning of Combat Models for RTS Games

Alberto

Uriarte and Santiago Ontañón

Drexel University

Philadelphia

November 16, 2015Slide2

MotivationTo use a game-tree search algorithm we need a forward model

or “simulator”.In some games (like StarCraft) we don’t have such forward model.

The most complex part of a forward model for RTS games is the combat.Slide3

The goalFast and high-level

combat simulator.

Why fast?

To use algorithms like MCTS we need to simulate thousands of combats really quick.

Why

high-level

?

Even an “attrition game” (an

abstraction of a combat game where units cannot move) is EXPTIME

1

. So this is already a hard problem. A

high-level model reduces branching factor.

1

Furtak

and

Buro

(2010)Slide4

Proposed combat simulators

Sustained DPF model

Compute how much time each army needs to destroy the other using the Damage Per Frame

of each group.

Remove the army that took longer to destroy enemy.Remove casualties from winner army using a

target policy

.

Input

High-level abstraction of units: number of each unit type by player.

Output

Surviving units.

Decreased DPF model

Compute how much time to kill one

enemy’s unit

.

Remove the unit killed and reduce HP of survivors.

Back to point

1 until one army is destroyed

.Slide5

Proposed combat simulators

Sustained DPF model

Compute how much time each army needs to destroy the other using the Damage Per Frame

of each group.

Remove the army that took longer to destroy enemy.Remove casualties from winner army using a

target policy

.

Input

High-level abstraction of units: number of each unit type by player.

Output

Surviving

units.

Decreased DPF model

Compute how much time to kill one

enemy’s unit

.

Remove the unit killed a reduce HP of survivors.

Back to point

1 until one army is destroyed

.

PROs

Simpler and Faster

PROs

Can be stopped at any time to have a prediction

after X fames

More accurate predictionsSlide6

Models parameters

Unit DPF

Hardcoded

Computed

using the weapon damage and the time between shots.

Learned

When

a unit is killed compute the (unit’s HP / time attacking unit) / number of attackers

Target Policy

Hardcoded

Sort unit

by kill score (resources cost metric).

Learned

Used the

Borda

count method to give points towards a unit type each time we make a choice.

Parameters machine

learned

from replay data.Slide7

ResultsModel accuracy after learning from more than 1,500 combats extracted from replays (more details in the paper)

Hardcoded

Learned

Sustained Model

0.861

0.848

Decreased

Model

0.905

0.888

Model accuracy and time compared with a low-level model

Accuracy

Time (sec)

Sustained

Model

0.874

0.033

Decreased

Model

0.885

0.039

SparCraft

(AC)

0.8911.681SparCraft (NOK-AV)

0.875

1.358

SparCraft

(KC)

0.850

6.873

Attack Closest

No

OverKill

Attack Value

Kiter

Closest

43 times faster!!!