scholarly journals Modified Adversarial Hierarchical Task Network Planning in Real-Time Strategy Games

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.

2017 ◽  
Vol 7 (9) ◽  
pp. 872 ◽  
Author(s):  
Lin Sun ◽  
Peng Jiao ◽  
Kai Xu ◽  
Quanjun Yin ◽  
Yabing Zha

2017 ◽  
Vol 133 ◽  
pp. 17-32 ◽  
Author(s):  
Chao Qi ◽  
Dan Wang ◽  
Héctor Muñoz-Avila ◽  
Peng Zhao ◽  
Hongwei Wang

2017 ◽  
Vol 69 ◽  
pp. 118-134 ◽  
Author(s):  
Maria J. Santofimia ◽  
Jesus Martinez-del-Rincon ◽  
Xin Hong ◽  
Huiyu Zhou ◽  
Paul Miller ◽  
...  

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.


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