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expressiveintelligencestudio
Integrating Learning in a
Multi-Scale Agent
Ben Weber
Dissertation Defense
May 18, 2012
expressiveintelligencestudio UC Santa Cruz
Introduction
 AI has a long history of using games to
advance the state of the field
[Shannon 1950]
expressiveintelligencestudio UC Santa Cruz
Real-Time Strategy Games
 Building human-level AI for RTS games
remains an open research challenge
StarCraft II, Blizzard Entertainment
expressiveintelligencestudio UC Santa Cruz
Task Environment Properties
Chess StarCraft Taxi Driving
Fully vs. partially
observable
Fully Partially Partially
Deterministic vs.
stochastic
Deterministic Deterministic* Stochastic
Episodic vs.
sequential
Sequential Sequential Sequential
Static vs. dynamic Static Dynamic Dynamic
Discrete vs.
continuous
Discrete Continuous Continuous
Single vs. multiagent Multi Multi Multi
[Russell & Norvig 2009]
expressiveintelligencestudio UC Santa Cruz
Motivation
 RTS games present complex environments
and complex tasks
 Professional players demonstrate a broad
range of reasoning capabilities
 Human behavior can be observed, emulated,
and evaluated
[Langley 2011, Mateas 2002]
expressiveintelligencestudio UC Santa Cruz
Hypothesis
 Reproducing expert-level StarCraft
gameplay involves integrating
heterogeneous reasoning capabilities
expressiveintelligencestudio UC Santa Cruz
Research Questions
 What competencies are necessary for
expert StarCraft gameplay?
 Which competencies can be learned
from demonstrations?
 How can these competencies be
integrated in a real-time agent?
expressiveintelligencestudio UC Santa Cruz
Overview
 StarCraft
 Multi-Scale AI
 Learning from Demonstration
 Integrating Learning
 Evaluation
expressiveintelligencestudio UC Santa Cruz
StarCraft
 Expert gameplay
 300+ APM
 Evolving meta-game
 Exhibited capabilities
 Estimation
 Anticipation
 Adaptation
[Flash, Pro-gamer]
expressiveintelligencestudio UC Santa Cruz
StarCraft Gameplay
Expand Tech Tree
Manage Economy
Produce Units
Attack Opponent
expressiveintelligencestudio UC Santa Cruz
Gameplay Scales in StarCraft
 Individual
 Squad
 Global
Support
siege line
Worker
harassment
Aggressive mine
placement
expressiveintelligencestudio UC Santa Cruz
State Space
 The following number of states are possible,
considering only unit type and location:
(Type * X * Y)Units
 States on a 256x256 tile map:
(100*256*256)1700 > 1011,500
expressiveintelligencestudio UC Santa Cruz
Decision Complexity
 The set of possible actions that can be executed at a
particular moment:
O(2W(A * P) + 2T(D + S) + B(R + C))
 W – number of workers
 A – number of the type of worker assignments
 P – average number of workspaces
 T – number of troops
 D – number of movement directions
[Aha et al. 2005]
expressiveintelligencestudio UC Santa Cruz
Decision Complexity
 The set of possible actions that can be executed at a
particular moment:
O(W * A * P + T * D * S + B(R + C))
 Assumption
 Unit actions can be selected independently
 Resulting complexity:
 Assuming 50 worker units on a 256x256 tile map
results in more than 1,000,000 possible actions
expressiveintelligencestudio UC Santa Cruz
StarCraft
 Complex gameplay
 Real-world properties
 Highly-competitive
 Sources of expert gameplay
expressiveintelligencestudio UC Santa Cruz
Research Question #1
 What competencies are necessary for
expert StarCraft gameplay?
expressiveintelligencestudio UC Santa Cruz
Multi-Scale AI
 Multiple scales
 Actions are performed across multiple
levels of coordination
 Interrelated tasks
 Performance in each tasks impacts other tasks
 Real-time
 Actions are performed in real time
expressiveintelligencestudio UC Santa Cruz
Reactive Planning
 Provides useful mechanisms for building
multi-scale agents
 Advantages
 Efficient behavior selection
 Interleaved plan expansion and execution
 Disadvantages
 Lacks deliberative capabilities
[Loyall 1997, Mateas 2002]
expressiveintelligencestudio UC Santa Cruz
Agent Design
 Implemented in the ABL reactive planning
language
 Architecture
 Extension of McCoy & Mateas integrated agent
framework
 Partitions gameplay into distinct competencies
 Uses a blackboard for coordination
[McCoy & Mateas 2008]
expressiveintelligencestudio UC Santa Cruz
EISBot Managers
Strategy
Manager
Income
Manager
Production
Manager
Tactics
Manager
Recon
Manager
Gather
Resources
Construct
Buildings
Attack
Opponent
Scout
Opponent
expressiveintelligencestudio UC Santa Cruz
Multi-Scale Idioms
 Design patterns for authoring multi-scale AI
 Idioms
 Message passing
 Daemon behaviors
 Managers
 Unit subtasks
 Behavior locking
expressiveintelligencestudio UC Santa Cruz
Idioms in EISBot
Initial_tree
Tactics Manager Strategy Manager Income Manager
Form Squad
Squad Monitor
Squad Attack Squad Retreat
Attack Enemy Pump Probes
Legend
Subgoal
Daemon behavior
Message passingDragoon Dance
Timing Attack WME Probe Stop WME
expressiveintelligencestudio UC Santa Cruz
Multi-Scale AI
 StarCraft gameplay is multi-scale
 Reactive planning provides mechanisms for
multi-scale reasoning
 Idioms are applied in EISBot to support
StarCraft gameplay
expressiveintelligencestudio UC Santa Cruz
Research Question #2
 Which competencies can be learned
from demonstrations?
expressiveintelligencestudio UC Santa Cruz
Learning from Demonstration
 Objective
 Emulate capabilities exhibited by expert players
by harnessing gameplay demonstrations
 Methods
 Classification and regression model training
 Case-based goal formulation
 Parameter selection for model optimization
expressiveintelligencestudio UC Santa Cruz
Strategy Prediction
 Tasks
 Identify opponent build orders
 Predict when buildings will be constructed
0
100
200
300
400
0 4
Game Time (minutes)
Spawning Pool Timing
[Hsieh & Sun 2008]
expressiveintelligencestudio UC Santa Cruz
Approach
 Feature encoding
 Each player’s actions are encoded in a single vector
 Vectors are labeled using a build-order rule set
 Features describe the game cycle when a unit or
building type is first produced by a player
t, time when x is first produced by P
0, x was not (yet) produced by P
f(x) = {
expressiveintelligencestudio UC Santa Cruz
Strategy Prediction Results
0
0.2
0.4
0.6
0.8
1
0 1 2 3 4 5 6 7 8 9 10 11 12
RecallPrecision
Game Time (minutes)
NNge Boosting Rule Set State Lattice
expressiveintelligencestudio UC Santa Cruz
Strategy Learning
 Task
 Learn build-orders from demonstration
 Trace Algorithm
 Converts replays to a trace representation
 Formulates goals based on most similar situation
q = argminc ϵ L distance(s, c)
g = s + (q’ - q)
[Ontañón et al. 2010]
expressiveintelligencestudio UC Santa Cruz
Trace Retrieval: Example
 Consider a planning window of size 2
S =< 3, 0, 1, 1 >
T1 =< 2, 0, 0.5, 1 >
T2 =< 3, 0, 0.7, 1 >
T3 =< 4, 1, 0.9, 1 >
T4 =< 4, 1, 1.1, 2 >
expressiveintelligencestudio UC Santa Cruz
Trace Retrieval: Step 1
 The system retrieves the most similar case, q
S =< 3, 0, 1, 1 >
T1 =< 2, 0, 0.5, 1 >
T2 =< 3, 0, 0.7, 1 >
T3 =< 4, 1, 0.9, 1 >
T4 =< 4, 1, 1.1, 2 >
expressiveintelligencestudio UC Santa Cruz
Trace Retrieval : Step 2
 q’ is retrieved
S =< 3, 0, 1, 1 >
T1 =< 2, 0, 0.5, 1 >
T2 =< 3, 0, 0.7, 1 >
T3 =< 4, 1, 0.9, 1 >
T4 =< 4, 1, 1.1, 2 >
expressiveintelligencestudio UC Santa Cruz
Trace Retrieval : Step 3
 The difference is computed: T4 – T2 = <1,1,0.4,1>
S =< 3, 0, 1, 1 >
T1 =< 2, 0, 0.5, 1 >
T2 =< 3, 0, 0.7, 1 >
T3 =< 4, 1, 0.9, 1 >
T4 =< 4, 1, 1.1, 2 >
expressiveintelligencestudio UC Santa Cruz
Trace Retrieval : Step 4
 g is computed:
S =< 3, 0, 1, 1 >
T1 =< 2, 0, 0.5, 1 >
T2 =< 3, 0, 0.7, 1 >
T3 =< 4, 1, 0.9, 1 >
T4 =< 4, 1, 1.1, 2 >
g = s + (T4 – T2) = <4, 1, 1.4, 2>
expressiveintelligencestudio UC Santa Cruz
Strategy Learning Results
0
2
4
6
8
10
12
14
0 10 20 30 40 50 60 70 80 90 100
PredictionError(RMSE)
Actions performed by player
Opponent modeling with a window size of 20
Null
IB1
Trace
MultiTrace
expressiveintelligencestudio UC Santa Cruz
State Estimation
 Task
 Estimate enemy positions
given prior observations
 Particle Model
 Apply movement model
 Remove visible particles
 Reweight particles
[Thrun 2002, Bererton 2004]
expressiveintelligencestudio UC Santa Cruz
Parameter Selection
 Free parameters
 Trajectory weights
 Decay rates
 State estimation is represented as an
optimization problem
 Input: parameter weights
 Output: particle model error
 Replays are used to implement a particle model
error function
expressiveintelligencestudio UC Santa Cruz
State Estimation Results
0
20
40
60
80
100
120
140
160
0 2 4 6 8 10 12 14 16 18
ThreatPredictionError
Game Time (Minutes)
Null Model Perfect Tracker Default Model Optimized Model
expressiveintelligencestudio UC Santa Cruz
Learning from Demonstration
 Anticipation
 Classification and regression models
 Adaptation
 Case-based goal formulation
 Estimation
 Model optimization
expressiveintelligencestudio UC Santa Cruz
Research Question #3
 How can these competencies be
integrated in a real-time agent?
expressiveintelligencestudio UC Santa Cruz
Agent Architecture
expressiveintelligencestudio UC Santa Cruz
Integration Approaches
 Augmenting working memory
 External plan generation
 External goal formulation
Working
Memory
External
Components
expressiveintelligencestudio UC Santa Cruz
Augmenting Working Memory
 Supplementing working memory with
additional beliefs
expressiveintelligencestudio UC Santa Cruz
External Plan Generation
 Generating plans outside the scope of ABL
expressiveintelligencestudio UC Santa Cruz
External Goal Formulation
 Formulating goals outside the scope of ABL
expressiveintelligencestudio UC Santa Cruz
Goal-Driven Autonomy
 A framework for building self introspective
agents
 GDA agents monitor plan execution, detect
discrepancies, and explain failures
 Implementations
 Hand-authored rules
 Case-based reasoning
[Molineaux et al. 2010, Muñoz-Avila et al. 2010]
expressiveintelligencestudio UC Santa Cruz
GDA Subtasks
 Expectation generation
 Discrepancy detection
 Explanation generation
 Goal formulation
expressiveintelligencestudio UC Santa Cruz
Implementation
expressiveintelligencestudio UC Santa Cruz
Integrating Learning
 ABL agents can be interfaced with external
learning components
 Applying the GDA model enabled tighter
coordination across capabilities
 EISBot incorporates ABL behaviors, a particle
model, and a GDA implementation
expressiveintelligencestudio UC Santa Cruz
Evaluation
 Claim
 Reproducing expert-level StarCraft
gameplay involves integrating
heterogeneous reasoning capabilities
 Experiments
 Ablation studies
 User study
expressiveintelligencestudio UC Santa Cruz
GDA Ablation Study
 Agent configurations
 Base
 Formulator
 Predictor
 GDA
 Free parameters
 Planning window size
 Look-ahead window size
 Discrepancy period
Discrepancy
Detector
Explanation
Generator
Goal
Formulator
Goal
Manager
Discrepancies
Explanations
Goals
expressiveintelligencestudio UC Santa Cruz
GDA Results
 Overall results from the GDA experiments
Agent
Win
Ratio
Base 0.73
Formulator 0.77
Predictor 0.81
GDA 0.92
expressiveintelligencestudio UC Santa Cruz
User Study
 Experiment setup
 Matches hosted on ICCup
 3 trials
 Testing script
1. Launch StarCraft
2. Connect to server
3. Host match
4. Announce experiment [Dennis Fong, Pro-gamer]
expressiveintelligencestudio UC Santa Cruz
Performance on Tau Cross
0
500
1000
1500
2000
0 10 20 30 40 50
ICCupScore
Number of Games Played
Base
Formulator
Predictor
GDA
expressiveintelligencestudio UC Santa Cruz
ICCup Results
Agent Longinus Python Tau Cross Overall
Base 942 599 669 737
Formulator 980 718 1078 925
Predictor 1111 555 1145 937
GDA 952 860 1293 1035
expressiveintelligencestudio UC Santa Cruz
EISBot Ranking
 Rankings achieved by the complete GDA agent
Trial
Percentile
Ranking
Longinus 32nd
Python 8th
Tau Cross 66th
Average 48th
expressiveintelligencestudio UC Santa Cruz
Evaluation
 Ablation Studies
 Optimized particle model
 Complete GDA model
 Integrating additional capabilities into EISBot
improved performance
 EISBot performed at the level of a competitive
amateur StarCraft player
expressiveintelligencestudio UC Santa Cruz
Conclusion
 Objective
 Identify and realize capabilities necessary for
expert-level StarCraft gameplay in an agent
 Approach
 Decompose gameplay
 Learn capabilities from demonstrations
 Integrate learned gameplay models
 Evaluate versus humans and agents
expressiveintelligencestudio UC Santa Cruz
Contributions
 Idioms for authoring multi-scale agents
 Methods for learning from demonstration
 Integration approaches for ABL agents
expressiveintelligencestudio UC Santa Cruz
Integrating Learning in a Multi-Scale Agent
 Ben G. Weber
 Ph.D. Candidate
 Expressive Intelligence Studio
 UC Santa Cruz
 bweber@soe.ucsc.edu
 Funding
 NSF Grant IIS – 1018954
expressiveintelligencestudio UC Santa Cruz
References
 Aha, Molineaux, & Ponsen. 2005. “Learning to Win: Case-Based Plan
Selection in a Real-Time Strategy Game”, Proceedings of ICCBR.
 Bererton. 2004. “State Estimation for Game AI using Particle Filters”,
Proceedings of AAI Workshop on Challenges in Game AI.
 Hsieh & Sun. 2008. “Building a Player Strategy Model by Analyzing Replays
of Real-Time Strategy Games”, Proceedings of IJCNN.
 Langley. 2011. “Artificial Intelligence and Cognitive Systems”, AISB
Quarterly.
 Loyall. 1997. “Believable Agents: Building Interactive Personalities”, Ph.D.
thesis, CMU.
 Mateas. 2002. “Believable Agents: Building Interactive Personalities”,
Ph.D. thesis, CMU.
expressiveintelligencestudio UC Santa Cruz
References
 McCoy & Mateas. 2008. “An Integrated Agent for Playing Real-Time
Strategy Games”, Proceedings of AAAI.
 Molineaux, Klenk, Aha. 2010. “Goal-Driven Autonomy in a Navy Strategy
Simulation”, Proceedings of AAAI.
 Muñoz-Avila, Aha, Jaidee, Klenk, Molineaux. 2010. “Applying Goal Driven
Autonomy to a Team Shooter Game”, Proceedings of FLAIRS.
 Ontañón, Mishra, Sugandh, Ram. 2010. “On-line Case-Based Planning”,
Computational Intelligence.
 Russell & Norvig. 2009. Artificial Intelligence: A Modern Approach.
 Shannon. 1950. “Programming a Computer for Playing Chess”,
Philosophical magazine .
 Thrun. 2002. “Particle Filters in Robotics”, Proceedings of UAI.

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Dissertation defense

  • 1. expressiveintelligencestudio Integrating Learning in a Multi-Scale Agent Ben Weber Dissertation Defense May 18, 2012
  • 2. expressiveintelligencestudio UC Santa Cruz Introduction  AI has a long history of using games to advance the state of the field [Shannon 1950]
  • 3. expressiveintelligencestudio UC Santa Cruz Real-Time Strategy Games  Building human-level AI for RTS games remains an open research challenge StarCraft II, Blizzard Entertainment
  • 4. expressiveintelligencestudio UC Santa Cruz Task Environment Properties Chess StarCraft Taxi Driving Fully vs. partially observable Fully Partially Partially Deterministic vs. stochastic Deterministic Deterministic* Stochastic Episodic vs. sequential Sequential Sequential Sequential Static vs. dynamic Static Dynamic Dynamic Discrete vs. continuous Discrete Continuous Continuous Single vs. multiagent Multi Multi Multi [Russell & Norvig 2009]
  • 5. expressiveintelligencestudio UC Santa Cruz Motivation  RTS games present complex environments and complex tasks  Professional players demonstrate a broad range of reasoning capabilities  Human behavior can be observed, emulated, and evaluated [Langley 2011, Mateas 2002]
  • 6. expressiveintelligencestudio UC Santa Cruz Hypothesis  Reproducing expert-level StarCraft gameplay involves integrating heterogeneous reasoning capabilities
  • 7. expressiveintelligencestudio UC Santa Cruz Research Questions  What competencies are necessary for expert StarCraft gameplay?  Which competencies can be learned from demonstrations?  How can these competencies be integrated in a real-time agent?
  • 8. expressiveintelligencestudio UC Santa Cruz Overview  StarCraft  Multi-Scale AI  Learning from Demonstration  Integrating Learning  Evaluation
  • 9. expressiveintelligencestudio UC Santa Cruz StarCraft  Expert gameplay  300+ APM  Evolving meta-game  Exhibited capabilities  Estimation  Anticipation  Adaptation [Flash, Pro-gamer]
  • 10. expressiveintelligencestudio UC Santa Cruz StarCraft Gameplay Expand Tech Tree Manage Economy Produce Units Attack Opponent
  • 11. expressiveintelligencestudio UC Santa Cruz Gameplay Scales in StarCraft  Individual  Squad  Global Support siege line Worker harassment Aggressive mine placement
  • 12. expressiveintelligencestudio UC Santa Cruz State Space  The following number of states are possible, considering only unit type and location: (Type * X * Y)Units  States on a 256x256 tile map: (100*256*256)1700 > 1011,500
  • 13. expressiveintelligencestudio UC Santa Cruz Decision Complexity  The set of possible actions that can be executed at a particular moment: O(2W(A * P) + 2T(D + S) + B(R + C))  W – number of workers  A – number of the type of worker assignments  P – average number of workspaces  T – number of troops  D – number of movement directions [Aha et al. 2005]
  • 14. expressiveintelligencestudio UC Santa Cruz Decision Complexity  The set of possible actions that can be executed at a particular moment: O(W * A * P + T * D * S + B(R + C))  Assumption  Unit actions can be selected independently  Resulting complexity:  Assuming 50 worker units on a 256x256 tile map results in more than 1,000,000 possible actions
  • 15. expressiveintelligencestudio UC Santa Cruz StarCraft  Complex gameplay  Real-world properties  Highly-competitive  Sources of expert gameplay
  • 16. expressiveintelligencestudio UC Santa Cruz Research Question #1  What competencies are necessary for expert StarCraft gameplay?
  • 17. expressiveintelligencestudio UC Santa Cruz Multi-Scale AI  Multiple scales  Actions are performed across multiple levels of coordination  Interrelated tasks  Performance in each tasks impacts other tasks  Real-time  Actions are performed in real time
  • 18. expressiveintelligencestudio UC Santa Cruz Reactive Planning  Provides useful mechanisms for building multi-scale agents  Advantages  Efficient behavior selection  Interleaved plan expansion and execution  Disadvantages  Lacks deliberative capabilities [Loyall 1997, Mateas 2002]
  • 19. expressiveintelligencestudio UC Santa Cruz Agent Design  Implemented in the ABL reactive planning language  Architecture  Extension of McCoy & Mateas integrated agent framework  Partitions gameplay into distinct competencies  Uses a blackboard for coordination [McCoy & Mateas 2008]
  • 20. expressiveintelligencestudio UC Santa Cruz EISBot Managers Strategy Manager Income Manager Production Manager Tactics Manager Recon Manager Gather Resources Construct Buildings Attack Opponent Scout Opponent
  • 21. expressiveintelligencestudio UC Santa Cruz Multi-Scale Idioms  Design patterns for authoring multi-scale AI  Idioms  Message passing  Daemon behaviors  Managers  Unit subtasks  Behavior locking
  • 22. expressiveintelligencestudio UC Santa Cruz Idioms in EISBot Initial_tree Tactics Manager Strategy Manager Income Manager Form Squad Squad Monitor Squad Attack Squad Retreat Attack Enemy Pump Probes Legend Subgoal Daemon behavior Message passingDragoon Dance Timing Attack WME Probe Stop WME
  • 23. expressiveintelligencestudio UC Santa Cruz Multi-Scale AI  StarCraft gameplay is multi-scale  Reactive planning provides mechanisms for multi-scale reasoning  Idioms are applied in EISBot to support StarCraft gameplay
  • 24. expressiveintelligencestudio UC Santa Cruz Research Question #2  Which competencies can be learned from demonstrations?
  • 25. expressiveintelligencestudio UC Santa Cruz Learning from Demonstration  Objective  Emulate capabilities exhibited by expert players by harnessing gameplay demonstrations  Methods  Classification and regression model training  Case-based goal formulation  Parameter selection for model optimization
  • 26. expressiveintelligencestudio UC Santa Cruz Strategy Prediction  Tasks  Identify opponent build orders  Predict when buildings will be constructed 0 100 200 300 400 0 4 Game Time (minutes) Spawning Pool Timing [Hsieh & Sun 2008]
  • 27. expressiveintelligencestudio UC Santa Cruz Approach  Feature encoding  Each player’s actions are encoded in a single vector  Vectors are labeled using a build-order rule set  Features describe the game cycle when a unit or building type is first produced by a player t, time when x is first produced by P 0, x was not (yet) produced by P f(x) = {
  • 28. expressiveintelligencestudio UC Santa Cruz Strategy Prediction Results 0 0.2 0.4 0.6 0.8 1 0 1 2 3 4 5 6 7 8 9 10 11 12 RecallPrecision Game Time (minutes) NNge Boosting Rule Set State Lattice
  • 29. expressiveintelligencestudio UC Santa Cruz Strategy Learning  Task  Learn build-orders from demonstration  Trace Algorithm  Converts replays to a trace representation  Formulates goals based on most similar situation q = argminc ϵ L distance(s, c) g = s + (q’ - q) [Ontañón et al. 2010]
  • 30. expressiveintelligencestudio UC Santa Cruz Trace Retrieval: Example  Consider a planning window of size 2 S =< 3, 0, 1, 1 > T1 =< 2, 0, 0.5, 1 > T2 =< 3, 0, 0.7, 1 > T3 =< 4, 1, 0.9, 1 > T4 =< 4, 1, 1.1, 2 >
  • 31. expressiveintelligencestudio UC Santa Cruz Trace Retrieval: Step 1  The system retrieves the most similar case, q S =< 3, 0, 1, 1 > T1 =< 2, 0, 0.5, 1 > T2 =< 3, 0, 0.7, 1 > T3 =< 4, 1, 0.9, 1 > T4 =< 4, 1, 1.1, 2 >
  • 32. expressiveintelligencestudio UC Santa Cruz Trace Retrieval : Step 2  q’ is retrieved S =< 3, 0, 1, 1 > T1 =< 2, 0, 0.5, 1 > T2 =< 3, 0, 0.7, 1 > T3 =< 4, 1, 0.9, 1 > T4 =< 4, 1, 1.1, 2 >
  • 33. expressiveintelligencestudio UC Santa Cruz Trace Retrieval : Step 3  The difference is computed: T4 – T2 = <1,1,0.4,1> S =< 3, 0, 1, 1 > T1 =< 2, 0, 0.5, 1 > T2 =< 3, 0, 0.7, 1 > T3 =< 4, 1, 0.9, 1 > T4 =< 4, 1, 1.1, 2 >
  • 34. expressiveintelligencestudio UC Santa Cruz Trace Retrieval : Step 4  g is computed: S =< 3, 0, 1, 1 > T1 =< 2, 0, 0.5, 1 > T2 =< 3, 0, 0.7, 1 > T3 =< 4, 1, 0.9, 1 > T4 =< 4, 1, 1.1, 2 > g = s + (T4 – T2) = <4, 1, 1.4, 2>
  • 35. expressiveintelligencestudio UC Santa Cruz Strategy Learning Results 0 2 4 6 8 10 12 14 0 10 20 30 40 50 60 70 80 90 100 PredictionError(RMSE) Actions performed by player Opponent modeling with a window size of 20 Null IB1 Trace MultiTrace
  • 36. expressiveintelligencestudio UC Santa Cruz State Estimation  Task  Estimate enemy positions given prior observations  Particle Model  Apply movement model  Remove visible particles  Reweight particles [Thrun 2002, Bererton 2004]
  • 37. expressiveintelligencestudio UC Santa Cruz Parameter Selection  Free parameters  Trajectory weights  Decay rates  State estimation is represented as an optimization problem  Input: parameter weights  Output: particle model error  Replays are used to implement a particle model error function
  • 38. expressiveintelligencestudio UC Santa Cruz State Estimation Results 0 20 40 60 80 100 120 140 160 0 2 4 6 8 10 12 14 16 18 ThreatPredictionError Game Time (Minutes) Null Model Perfect Tracker Default Model Optimized Model
  • 39. expressiveintelligencestudio UC Santa Cruz Learning from Demonstration  Anticipation  Classification and regression models  Adaptation  Case-based goal formulation  Estimation  Model optimization
  • 40. expressiveintelligencestudio UC Santa Cruz Research Question #3  How can these competencies be integrated in a real-time agent?
  • 41. expressiveintelligencestudio UC Santa Cruz Agent Architecture
  • 42. expressiveintelligencestudio UC Santa Cruz Integration Approaches  Augmenting working memory  External plan generation  External goal formulation Working Memory External Components
  • 43. expressiveintelligencestudio UC Santa Cruz Augmenting Working Memory  Supplementing working memory with additional beliefs
  • 44. expressiveintelligencestudio UC Santa Cruz External Plan Generation  Generating plans outside the scope of ABL
  • 45. expressiveintelligencestudio UC Santa Cruz External Goal Formulation  Formulating goals outside the scope of ABL
  • 46. expressiveintelligencestudio UC Santa Cruz Goal-Driven Autonomy  A framework for building self introspective agents  GDA agents monitor plan execution, detect discrepancies, and explain failures  Implementations  Hand-authored rules  Case-based reasoning [Molineaux et al. 2010, Muñoz-Avila et al. 2010]
  • 47. expressiveintelligencestudio UC Santa Cruz GDA Subtasks  Expectation generation  Discrepancy detection  Explanation generation  Goal formulation
  • 49. expressiveintelligencestudio UC Santa Cruz Integrating Learning  ABL agents can be interfaced with external learning components  Applying the GDA model enabled tighter coordination across capabilities  EISBot incorporates ABL behaviors, a particle model, and a GDA implementation
  • 50. expressiveintelligencestudio UC Santa Cruz Evaluation  Claim  Reproducing expert-level StarCraft gameplay involves integrating heterogeneous reasoning capabilities  Experiments  Ablation studies  User study
  • 51. expressiveintelligencestudio UC Santa Cruz GDA Ablation Study  Agent configurations  Base  Formulator  Predictor  GDA  Free parameters  Planning window size  Look-ahead window size  Discrepancy period Discrepancy Detector Explanation Generator Goal Formulator Goal Manager Discrepancies Explanations Goals
  • 52. expressiveintelligencestudio UC Santa Cruz GDA Results  Overall results from the GDA experiments Agent Win Ratio Base 0.73 Formulator 0.77 Predictor 0.81 GDA 0.92
  • 53. expressiveintelligencestudio UC Santa Cruz User Study  Experiment setup  Matches hosted on ICCup  3 trials  Testing script 1. Launch StarCraft 2. Connect to server 3. Host match 4. Announce experiment [Dennis Fong, Pro-gamer]
  • 54. expressiveintelligencestudio UC Santa Cruz Performance on Tau Cross 0 500 1000 1500 2000 0 10 20 30 40 50 ICCupScore Number of Games Played Base Formulator Predictor GDA
  • 55. expressiveintelligencestudio UC Santa Cruz ICCup Results Agent Longinus Python Tau Cross Overall Base 942 599 669 737 Formulator 980 718 1078 925 Predictor 1111 555 1145 937 GDA 952 860 1293 1035
  • 56. expressiveintelligencestudio UC Santa Cruz EISBot Ranking  Rankings achieved by the complete GDA agent Trial Percentile Ranking Longinus 32nd Python 8th Tau Cross 66th Average 48th
  • 57. expressiveintelligencestudio UC Santa Cruz Evaluation  Ablation Studies  Optimized particle model  Complete GDA model  Integrating additional capabilities into EISBot improved performance  EISBot performed at the level of a competitive amateur StarCraft player
  • 58. expressiveintelligencestudio UC Santa Cruz Conclusion  Objective  Identify and realize capabilities necessary for expert-level StarCraft gameplay in an agent  Approach  Decompose gameplay  Learn capabilities from demonstrations  Integrate learned gameplay models  Evaluate versus humans and agents
  • 59. expressiveintelligencestudio UC Santa Cruz Contributions  Idioms for authoring multi-scale agents  Methods for learning from demonstration  Integration approaches for ABL agents
  • 60. expressiveintelligencestudio UC Santa Cruz Integrating Learning in a Multi-Scale Agent  Ben G. Weber  Ph.D. Candidate  Expressive Intelligence Studio  UC Santa Cruz  bweber@soe.ucsc.edu  Funding  NSF Grant IIS – 1018954
  • 61. expressiveintelligencestudio UC Santa Cruz References  Aha, Molineaux, & Ponsen. 2005. “Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game”, Proceedings of ICCBR.  Bererton. 2004. “State Estimation for Game AI using Particle Filters”, Proceedings of AAI Workshop on Challenges in Game AI.  Hsieh & Sun. 2008. “Building a Player Strategy Model by Analyzing Replays of Real-Time Strategy Games”, Proceedings of IJCNN.  Langley. 2011. “Artificial Intelligence and Cognitive Systems”, AISB Quarterly.  Loyall. 1997. “Believable Agents: Building Interactive Personalities”, Ph.D. thesis, CMU.  Mateas. 2002. “Believable Agents: Building Interactive Personalities”, Ph.D. thesis, CMU.
  • 62. expressiveintelligencestudio UC Santa Cruz References  McCoy & Mateas. 2008. “An Integrated Agent for Playing Real-Time Strategy Games”, Proceedings of AAAI.  Molineaux, Klenk, Aha. 2010. “Goal-Driven Autonomy in a Navy Strategy Simulation”, Proceedings of AAAI.  Muñoz-Avila, Aha, Jaidee, Klenk, Molineaux. 2010. “Applying Goal Driven Autonomy to a Team Shooter Game”, Proceedings of FLAIRS.  Ontañón, Mishra, Sugandh, Ram. 2010. “On-line Case-Based Planning”, Computational Intelligence.  Russell & Norvig. 2009. Artificial Intelligence: A Modern Approach.  Shannon. 1950. “Programming a Computer for Playing Chess”, Philosophical magazine .  Thrun. 2002. “Particle Filters in Robotics”, Proceedings of UAI.