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NU EECS 395 - Exploration

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ExplorationCS395 GAISpring, 2005Abstract Architecture strategy-game AIPerceptual SystemMotor SystemModel ofGame WorldModel of current game stateDecisions tobe madeDecisionsDecision-MakerSensing the World• Need hooks into the simulator to gather information about game state– First step in building world model• Design issues– How much abstraction to introduce?• If you’re also the world designer, can align simulation and AI perception quite closely– How much to record, over what period?• What is needed to support decision-making, learning?Modeling the world• Perception tells you what is happening• Must be assessed in terms of– What your goals and plans are– What your opponents/allies goals and plans are• Assessment process identifies–Threats– Progress– Opportunities• Assessment process provides situational awarenessChanging the World• Need hooks into world simulator• Design tradeoffs– Controlling continuous changes• Factored out in turn-based designs• Require tight, often autonomous, feedback control– Need to report consequences• Actions don’t always succeedMaking Decisions• Some dimensions of decision-making– Deliberative versus Reactive– Centralized versus Local– Hierarchical versus Flat– Learned versus Hard-wired• Mostly orthogonal• Often used in mixtures• Trade-offs can be subtleDeliberative versus Reactive• Deliberative Î Construct a plan, then execute it– Plans often involve multiple steps, including sensing, conditional branching– Enables optimization, but can be slow•Reactive Î Just do something, based on sensors– Provides rapid, reflex action– Can lead to silly behaviors if unanticipated situations ariseCentralized versus Local• Centralized Î AI structured as computer player• Local Î AI structured as models for what units should do in the simulated world• Local often easier to implement– Combinatorics of explicit coordination can become nasty– Gradient methods used to provide simulation of coordinationHierarchical versus Flat• Hierarchical Î Use structure of the problem for divide-and-conquer – Example: Echelon distinctions in military Ædifferent levels of AIs• Company, Squad, individual AIs– Factors decision-making to make it more manageable– Imposes extra overhead of communication between layersLearned versus Hard-wired• Hard-wired– Fast runtime execution, guaranteed understanding of local behavior– Brittle, can be too predictable for player, non-local interactions hard to debug• Learned– Can adapt to player, provide surprises– Slower runtime execution, higher memory load, can lead to unpredictable, degenerate behaviorsStrategies for making decisions• Goals can be achieved in many ways• Situations often allow many actions• How to choose?– Generate a set of alternatives– Compute numerical evaluation of each of them– Pick the best• Or, for variability in play, pick randomly with bias proportional to perceived quality of choicesExploration• Goals of exploration:– Find territory to expand into– Find your neighbors– Find out how soon you need a navy– Find exploitable terrain for defenseHow does the FAP do it?• See Phil Houk’s technical report– http://www.cs.northwestern.edu/publications/techreports/2004_TR/NWU-CS-04-29.pdfHow to explore the whole world?• Need to build a navy– Find coastal sites for cities– Develop technology to build ships• Map-making, …• Optimize order of technological advances?• Strategies for ferrying units• Build more explorers– Manage more explorers• Send off in different directions• Distribute across land masses• Build infrastructure– Roads, to get explorers to embarkation points• Get alliances to share


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NU EECS 395 - Exploration

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