ebook img

Rapid Adaptation of Video Game AI - sander bakkes PDF

215 Pages·2012·4.75 MB·English
by  
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Rapid Adaptation of Video Game AI - sander bakkes

Rapid Adaptation of Video Game AI Rapid Adaptation of Video Game AI PROEFSCHRIFT terverkrijgingvandegraadvandoctor aandeUniversiteitvanTilburg, opgezagvanderectormagnificus, prof.dr.Ph.Eijlander, inhetopenbaarteverdedigentenoverstaanvaneen doorhetcollegevoorpromotiesaangewezencommissie indeaulavandeUniversiteit opwoensdagmaartom:uur door SanderCornelusJohannesBakkes geborenopjanuariteSwalmen Promotor: Prof.dr.H.J.vandenHerik Copromotor: Dr.ir.P.H.M.Spronck Ledenvandebeoordelingscommissie: Prof.dr.A.P.J.vandenBosch Prof.dr.J-J.Ch.Meyer Prof.dr.ir.G.vanOortmerssen Prof.dr.E.O.Postma Dr.D.W.Aha e research reported in this thesis has been funded by NWO, the Netherlands Or- ganization for Scientific Research, in the framework of the Rapid Online Learning for EntertainmentComputing(ROLEC)project,withgrantnumber... e research reported in this thesis is part of the Interactive Collaborative Information Systems(ICIS)project,supportedbytheDutchMinistryofEconomicAffairs,withgrant numberBSIK. SIKSDissertationSeriesNo.- e research reported in this thesis has been carried out under the auspices of SIKS, the DutchResearchSchoolforInformationandKnowledgeSystems. TiCCPh.D.SeriesNo. ISBN---- ©SanderBakkes CoverdesignbyJobPereboom,StudioKonstruktief All rights reserved. No part of this publication may be reproduced, stored in a retrie- val system, or transmitted, in any form or by any means, electronically, mechanically, photocopying,recordingorotherwise,withoutpriorpermissionoftheauthor. Preface Intheearlys,thevideo-gameindustryhasgrowntosurpasstheHollywoodmoviein- dustryinrevenues.Inrecentyears,videogaminghasbecomeamass-marketentertainment industryonaparwithTV,movies,andmusic.Modernvideogameshavebecomeincrea- singlyrealisticintheirvisualandauditorypresentation.However,theartificialintelligence (AI)ofvideogameshasnotreachedahighdegreeofrealismyet.Amajordisadvantageof currentgameAIisitsinabilitytoadaptadequatelytogamecircumstances.edisadvan- tagecanberesolvedbyendowinggameAIwithadaptivebehaviour,i.e.,theabilitytoadapt togamecircumstances,generallybymeansoflearningadequategamebehaviourwhilethe gameisinprogress. CurrentapproachestoadaptivegameAItypicallyrequirenumeroustrialstolearnef- fectivebehaviourinonlinegameplay(i.e.,gameadaptationisnotrapid).Inaddition,game developersareconcernedthatapplyingadaptivegameAImayresultinuncontrollableand unpredictablebehaviour(i.e.,gameadaptationisnotreliable).esecharacteristicsham- pertheincorporationofadaptivegameAIinactual,commerciallyreleasedvideogames.e generalgoalofourresearchistoinvestigatetowhatextentitispossibletoestablishgame AIcapableofadaptingrapidlyandreliablytogamecircumstances.Ourfindings,thatare discussedinthisthesis,maybeusedbygamedevelopersforincorporationinactualvideo games. isthesiswouldnothavebeenpossiblewithouttheassistanceandencouragementofa largegroupofpeople.Iwasmostfortunatethatmysupervisor,JaapvandenHerik,allowed me to pursue my goals and I owe many thanks to his support and commitment. I highly appreciatehiscommentsandadviseonmyscientificwritings,aswellashiseffortsinarran- gingadditionalfundingforfinalisingtheresearch.Aspecialgratitudegoesouttomydaily advisor,PieterSpronck,forsupportingmesoverydedicatedly,forhisresearchinspiration, andforthecharmhebringstoacademia. Moreover,IwouldliketothankmycolleaguesatTilburgUniversityandMaastrichtUni- versity.esupportivestaffofbothuniversitiesdeservemyappreciationfortheirhelpin manyrespects.IwouldespeciallyliketomentionPeterGeurtzfortechnicalassistancein thepast,andJokeHellemons,LeenJacobs,andDennisTantradjajafortheirongoingefforts in different areas of support. e research atmosphere that I experienced within the uni- versitywallsisonethatIhappilylookbackupon.Iconsidermyselfluckytohaveworkedin aninternationalenvironment,andsecretlyenjoyedthedailydosageofslightlyunorthodox behaviourandthoughtsthatitbroughtabout.Forthat,Iacknowledgegratefullyalldirect colleagues,androommatesovertheyears.IwouldespeciallyliketothankStevendeJong, GuillaumeChaslot,AlessandroRossi,SanderSpek,AndreasRüdel,SophiaKatrenko,and AnneBoldersfortheirongoingassistance,hospitality,andfriendship. During my research, I had the pleasure to supervise and cooperate with several stu- dents. I explicitly thank Laurens van der Blom, Philip Kerbusch, Bart Mehlkop, and Fre- derik Schadd, whose research efforts and their results have been integrated in the thesis. Inaddition,IthankTomNowellandAlexanderSeizingerfortheirgenerousassistancein developingAIfortheopen-sourceSgameenvironment. ii Preface Outwiththeacademia,Ifoundthesupportofindividualsandorganisationsforexpres- singmyselfintheformofphotographyandDJ’ing.HereIemphasisethecollectiveofphoto- graphers‘Nxtlvl’,andtheDJ’sof‘Loki’.Iacknowledgeinparticularthepersonsbehindsocial gatheringsinvarious(improvised)settings,andinthe‘Ipanema’,‘Zondag’,and‘Landbouw- belang’,forbringingtogetherthemanypeoplethatIwillmisswhenobligationswillchange mylifeafterthethesisdefence. Inconclusiontotheseacknowledgements,Iwouldliketothankfriendsfrommyhome- townSwalmenandmybrotherMilan,withwhomitwasapleasuretogrowup.Ichbedank mienleefomaveur’tmichmitgaevevanhäörwieslaeveslessedieouchopvandaagnaggeljig zin;enmieneljers,veurhäörónveurwaardelikkesjteunenvertroewe.Finalmente,gostaria deexpressaraminhafelicidadeporreceberoamordaCândida. SanderBakkes March, Contents Preface i Contents iii  Introduction 1 . Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 . GameAI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 .. Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 .. Gamedevelopers’approachtogameAI . . . . . . . . . . . . . . . . 4 .. AcademicapproachtogameAI . . . . . . . . . . . . . . . . . . . . . 5 . Problemstatementandresearchquestions . . . . . . . . . . . . . . . . . . . 6 . Researchmethodology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 . esisstructure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8  Background 11 . Videogames . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 .. History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 .. Gamegenres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 .. Gamestudies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 .. Stateoftheindustry . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 . ResearchintogameAI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 .. EntertainmentandgameAI . . . . . . . . . . . . . . . . . . . . . . . 16 .. Non-adaptivegameAI . . . . . . . . . . . . . . . . . . . . . . . . . . 17 .. AdaptivegameAI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 . Chaptersummary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20  IncrementaladaptivegameAI 21 . WhatisincrementaladaptivegameAI? . . . . . . . . . . . . . . . . . . . . . 22 . IncrementaladaptivegameAIwithTEAM . . . . . . . . . . . . . . . . . . . 23 .. TeamAI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 .. eTEAMadaptationmechanism . . . . . . . . . . . . . . . . . . . 24 .. TEAMvs.QuakeIIICTFteamAI . . . . . . . . . . . . . . . . . . . 27 .. DiscussionofTEAM . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 . IncrementaladaptivegameAIwithTEAM . . . . . . . . . . . . . . . . . . 32 .. eTEAMadaptationmechanism . . . . . . . . . . . . . . . . . . 32 .. TEAMvs.QUAKEIIICTFteamAI . . . . . . . . . . . . . . . . . . 33 .. DiscussionofTEAM . . . . . . . . . . . . . . . . . . . . . . . . . . 36 . Practicalapplicability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 . Chapterconclusions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 iv Contents  Case-basedadaptivegameAI 41 . Whatiscase-basedadaptivegameAI? . . . . . . . . . . . . . . . . . . . . . 41 .. Case-basedreasoning . . . . . . . . . . . . . . . . . . . . . . . . . . 42 .. Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 .. Contributionsandlimitationsoftheapproach . . . . . . . . . . . . . 44 . Case-basedadaptivegameAIformapadaptation . . . . . . . . . . . . . . . 45 .. Approachtomapadaptation . . . . . . . . . . . . . . . . . . . . . . 45 .. Experimentwithmapadaptation . . . . . . . . . . . . . . . . . . . . 47 .. Discussionoftheresults . . . . . . . . . . . . . . . . . . . . . . . . . 55 . Case-basedadaptivegameAIinasimulatedgame . . . . . . . . . . . . . . . 55 .. Simulatedvideogame . . . . . . . . . . . . . . . . . . . . . . . . . . 56 .. Gatheringdomainknowledge . . . . . . . . . . . . . . . . . . . . . . 57 .. Exploitingdomainknowledge . . . . . . . . . . . . . . . . . . . . . . 59 .. Experimentswithexploitingdomainknowledge . . . . . . . . . . . 62 .. Discussionoftheresults . . . . . . . . . . . . . . . . . . . . . . . . . 63 . Towardscase-basedadaptationinvideogames. . . . . . . . . . . . . . . . . 64 . Chaptersummary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65  eevaluationfunction 67 . Evaluationfunctions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 .. Evaluationfunctionsinclassicgames . . . . . . . . . . . . . . . . . . 68 .. Evaluationfunctionsinvideogames . . . . . . . . . . . . . . . . . . 69 .. Establishinganevaluationfunction . . . . . . . . . . . . . . . . . . . 71 .. Exploitinggameknowledge . . . . . . . . . . . . . . . . . . . . . . . 73 . AnevaluationfunctionforSPRING . . . . . . . . . . . . . . . . . . . . . . . 73 .. egameenvironment . . . . . . . . . . . . . . . . . . . . . . . . . . 73 .. Towardsacasebaseofgameknowledge . . . . . . . . . . . . . . . . 76 .. Ourevaluationfunction . . . . . . . . . . . . . . . . . . . . . . . . . 77 .. Phaseofthegame. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 .. Materialstrength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 .. Commandersafety . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 . Validatingtheevaluationfunction . . . . . . . . . . . . . . . . . . . . . . . . 79 .. Experimentalsetup . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 .. Twomeasuresforperformanceassessment . . . . . . . . . . . . . . 82 .. Measuredperformance . . . . . . . . . . . . . . . . . . . . . . . . . 82 .. Discussionoftheresults . . . . . . . . . . . . . . . . . . . . . . . . . 86 . Chapterconclusions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87  eadaptationmechanism 89 . Adaptationmechanisms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 .. Rapidadaptation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 .. Reliableadaptation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 . AnadaptationmechanismforSPRING . . . . . . . . . . . . . . . . . . . . . 93 .. Generaladaptationprocedure . . . . . . . . . . . . . . . . . . . . . . 93 Contents v .. Gameindexing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 .. Clusteringofobservations . . . . . . . . . . . . . . . . . . . . . . . . 94 .. InitialisationofgameAI . . . . . . . . . . . . . . . . . . . . . . . . . 95 .. Similaritymatching . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 .. Onlinestrategyselection . . . . . . . . . . . . . . . . . . . . . . . . . 96 . Validatingtheadaptationmechanism . . . . . . . . . . . . . . . . . . . . . . 97 .. Experimentalsetup . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 .. Performanceassessment . . . . . . . . . . . . . . . . . . . . . . . . . 101 .. Exp:Resultsofgameadaptation . . . . . . . . . . . . . . . . . . . . 101 .. Exp:Resultsofdifficultyscaling . . . . . . . . . . . . . . . . . . . . 104 .. Discussionoftheresults . . . . . . . . . . . . . . . . . . . . . . . . . 105 . Chapterconclusions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106  Opponentmodelling 109 . Opponentmodelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 .. Opponentmodellinginclassicgames. . . . . . . . . . . . . . . . . . 110 .. Opponentmodellinginvideogames . . . . . . . . . . . . . . . . . . 111 . EstablishingopponentmodelsinSPRING . . . . . . . . . . . . . . . . . . . 113 .. Approachtoestablishingopponentmodels . . . . . . . . . . . . . . 113 .. Implementationoftheapproach . . . . . . . . . . . . . . . . . . . . 114 .. Experimentswiththeimplementation . . . . . . . . . . . . . . . . . 116 .. Discussionoftheresults . . . . . . . . . . . . . . . . . . . . . . . . . 122 . ExploitingopponentmodelsinSPRING . . . . . . . . . . . . . . . . . . . . 123 .. Approachtoexploitingopponentmodels . . . . . . . . . . . . . . . 123 .. Anexperimentwithexploitingopponentmodels . . . . . . . . . . . 125 .. Discussionoftheresults . . . . . . . . . . . . . . . . . . . . . . . . . 127 . Chapterconclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127  Integratingthethreecomponents 129 . Howtointegratethethreecomponents . . . . . . . . . . . . . . . . . . . . . 129 . Incorporatingopponentmodelling . . . . . . . . . . . . . . . . . . . . . . . 130 .. Establishingopponentmodels . . . . . . . . . . . . . . . . . . . . . . 131 .. Exploitingopponentmodels . . . . . . . . . . . . . . . . . . . . . . . 132 . Experimentswithcase-basedadaptivegameAI . . . . . . . . . . . . . . . . 134 .. Experimentalsetup . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 .. Performanceassessment . . . . . . . . . . . . . . . . . . . . . . . . . 134 .. Generatedopponentmodels. . . . . . . . . . . . . . . . . . . . . . . 135 .. Resultsofgameadaptation . . . . . . . . . . . . . . . . . . . . . . . 135 .. Discussionoftheresults . . . . . . . . . . . . . . . . . . . . . . . . . 138 . Practicalapplicability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 .. Scalability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 .. Dealingwithimperfectinformation . . . . . . . . . . . . . . . . . . 140 .. Generalisationtodifferentgames . . . . . . . . . . . . . . . . . . . . 141 .. Acceptancebygamedevelopers . . . . . . . . . . . . . . . . . . . . . 142 vi Contents . Chapterconclusions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143  Conclusions 145 . Answerstotheresearchquestions . . . . . . . . . . . . . . . . . . . . . . . . 145 . Answertotheproblemstatement . . . . . . . . . . . . . . . . . . . . . . . . 147 . Futureresearch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 References 151 Appendices 171 A Gameenvironments 171 A. QuakeIIICTF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 A. SPRING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 B FeaturesofgameobservationsinSPRING 177 C EvaluationfunctionforSPRING 179 D ParametersofstrategicbehaviourinSPRING 183 Summary 185 Samenvatting 189 Curriculumvitae 193 Publications 195 SIKSdissertationseries 197 TiCCPh.D.series 205

Description:
Case-based adaptive game AI in a simulated game . Video ga- mes, with the notable exception of turn-based strategy games, usually progress at a fast pace
See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.