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Tilburg University Rapid adaptation of video game AI Bakkes, S.C.J. Publication date: 2010 Document Version Publisher's PDF, also known as Version of record Link to publication in Tilburg University Research Portal Citation for published version (APA): Bakkes, S. C. J. (2010). Rapid adaptation of video game AI. [s.n.]. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 14. mrt.. 2023 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

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Link to publication. Citation for published version (APA):. Bakkes, S. C. J. (2010). Rapid adaptation of video game AI Tilburg: TiCC Ph.D.Series 11.
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