Mission Engineering and Design using Real-Time Strategy Games: An Explainable-AI Approach

2021 ◽  
pp. 1-15
Author(s):  
Adam Dachowicz ◽  
Kshitij Mall ◽  
Prajwal Balasubramani ◽  
Apoorv Maheshwari ◽  
Jitesh H. Panchal ◽  
...  

Abstract In this paper, we adapt computational design approaches, widely used by the engineering design community, to address the unique challenges associated with mission design using RTS games. Specifically, we present a modeling approach that combines experimental design techniques, meta-modeling using convolutional neural networks (CNNs), uncertainty quantification, and explainable AI (XAI). We illustrate the approach using an open-source real-time strategy (RTS) game called microRTS. The modeling approach consists of microRTS player agents (bots), design of experiments that arranges games between identical agents with asymmetric initial conditions, and an AI infused layer comprising CNNs, XAI, and uncertainty analysis through Monte Carlo Dropout Network analysis that allows analysis of game balance. A sample balanced game and corresponding predictions and SHapley Additive exPlanations (SHAP) are presented in this study. Three additional perturbations were introduced to this balanced gameplay and the observations about important features of the game using SHAP are presented. Our results show that this analysis can successfully predict probability of win for self-play microRTS games, as well as capture uncertainty in predictions that can be used to guide additional data collection to improve the model, or refine the game balance measure.

Author(s):  
Darryl Charles ◽  
Colin Fyfe ◽  
Daniel Livingstone ◽  
Stephen McGlinchey

We now consider the problem of introducing more intelligence into the artificial intelligence’s responses in real-time strategy games (RTS). We discuss how the paradigm of artificial immune systems (AIS) gives us an effective model to improve the AI’s responses and demonstrate with simple games how the AIS work. We further discuss how the AIS paradigm enables us to extend current games in ways which make the game more sophisticated for both human and AI. In this chapter, we show how strategies may be dynamically created and utilised by an artificial intelligence in a real-time strategy (RTS) game. We develop as simple as possible RTS games in order to display the power of the method we use.


2015 ◽  
Vol 12 (4) ◽  
pp. 1217-1234
Author(s):  
Shuo Xiong ◽  
Hiroyuki Iida

Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refinement values are calculated and compared with other type of games. It is found that StarCraft II has a zone value of game refinement.


Author(s):  
Lin Sun ◽  
Peng Jiao ◽  
Kai Xu ◽  
Quanjun Yin ◽  
Yabing Zha

Real-time strategy (RTS) game has proposed many challenges for AI research for its large state spaces, enormous branch factors, limited decision time and dynamic adversarial environment. To tackle above problems, the method called Adversarial Hierarchical Task Network planning (AHTN) has been proposed and achieves favorable performance. However, the HTN description it used cannot express complex relationships among tasks and impacts of environment on tasks. Moreover, the AHTN cannot handle task failures during plan execution. In this paper, we propose a modified AHTN planning algorithm named AHTNR. The algorithm introduces three elements essential task, phase and exit condition to extend the HTN description. To deal with possible task failures, the AHTNR first uses the extended HTN description to identify failed tasks. And then a novel task repair strategy is proposed based on historical information to maintain the validity of previous plan. Finally, empirical results are presented for the μRTS game, comparing AHTNR to the state-of-the-art search algorithms for RTS games.


Author(s):  
Levi H. S. Lelis

In this paper we introduce Stratified Strategy Selection (SSS), a novel search algorithm for micromanaging units in real-time strategy (RTS) games. SSS uses a type system to partition the player's units into types and assumes that units of the same type must follow the same strategy. SSS searches in the state space induced by the type system to select, from a pool of options, a strategy for each unit. Empirical results on a simulator of an RTS game shows that SSS employing either fixed or adaptive type systems is able to substantially outperform state-of-the-art search-based algorithms in combat scenarios with up to 100 units.


2019 ◽  
Vol 4 (2) ◽  
pp. 356-362
Author(s):  
Jennifer W. Means ◽  
Casey McCaffrey

Purpose The use of real-time recording technology for clinical instruction allows student clinicians to more easily collect data, self-reflect, and move toward independence as supervisors continue to provide continuation of supportive methods. This article discusses how the use of high-definition real-time recording, Bluetooth technology, and embedded annotation may enhance the supervisory process. It also reports results of graduate students' perception of the benefits and satisfaction with the types of technology used. Method Survey data were collected from graduate students about their use and perceived benefits of advanced technology to support supervision during their 1st clinical experience. Results Survey results indicate that students found the use of their video recordings useful for self-evaluation, data collection, and therapy preparation. The students also perceived an increase in self-confidence through the use of the Bluetooth headsets as their supervisors could provide guidance and encouragement without interrupting the flow of their therapy sessions by entering the room to redirect them. Conclusions The use of video recording technology can provide opportunities for students to review: videos of prospective clients they will be treating, their treatment videos for self-assessment purposes, and for additional data collection. Bluetooth technology provides immediate communication between the clinical educator and the student. Students reported that the result of that communication can improve their self-confidence, perceived performance, and subsequent shift toward independence.


2020 ◽  
Vol 34 (10) ◽  
pp. 13849-13850
Author(s):  
Donghyeon Lee ◽  
Man-Je Kim ◽  
Chang Wook Ahn

In a real-time strategy (RTS) game, StarCraft II, players need to know the consequences before making a decision in combat. We propose a combat outcome predictor which utilizes terrain information as well as squad information. For training the model, we generated a StarCraft II combat dataset by simulating diverse and large-scale combat situations. The overall accuracy of our model was 89.7%. Our predictor can be integrated into the artificial intelligence agent for RTS games as a short-term decision-making module.


Energies ◽  
2021 ◽  
Vol 14 (9) ◽  
pp. 2471
Author(s):  
Tommaso Bradde ◽  
Samuel Chevalier ◽  
Marco De Stefano ◽  
Stefano Grivet-Talocia ◽  
Luca Daniel

This paper develops a predictive modeling algorithm, denoted as Real-Time Vector Fitting (RTVF), which is capable of approximating the real-time linearized dynamics of multi-input multi-output (MIMO) dynamical systems via rational transfer function matrices. Based on a generalization of the well-known Time-Domain Vector Fitting (TDVF) algorithm, RTVF is suitable for online modeling of dynamical systems which experience both initial-state decay contributions in the measured output signals and concurrently active input signals. These adaptations were specifically contrived to meet the needs currently present in the electrical power systems community, where real-time modeling of low frequency power system dynamics is becoming an increasingly coveted tool by power system operators. After introducing and validating the RTVF scheme on synthetic test cases, this paper presents a series of numerical tests on high-order closed-loop generator systems in the IEEE 39-bus test system.


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