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SAIG Overview



  23rd March 2011
Project Areas
    • Research
      ‣ Execution Systems
      ‣ Multi-agent Reasoning
      ‣ Opponent Modelling
    • Teaching
      ‣ Genetic Algorithms
      ‣ Reactive Systems
      ‣ Game Theory / General Games

2
Research
    • Research in Games at Strathclyde dates back a
     number of years.
    • More recently it’s shifted to be Dr Levine’s primary
     focus.
    • Two principle focuses of research :
       ‣ Execution
       ‣ Opponent Modelling


3
Execution Systems
    • Principal research area for the group currently.
    • Dovetails with the Strathclyde Planning Group’s
     work:
       ‣ What happens once a plan has been generated?




4
REAPER
    • Combines Automated Planning with pre-trained
     Artificial Neural Networks.
    • Uses the ANN for situations not foreseen in the
     plan.
    • Relies on a subsumption architecture to select
     between ANN for e.g. Fight or Flight response to
     enemies.

5
Integrated Influence
    • Attempts to state the world in terms usable by
     planners and reactive systems.
    • Intelligent plan repair, influenced by aspects of the
     environment.
    • Lifts abstract representations of the world out to
     manage horizon problem dynamically.
    • Inherently parallel techniques.

6
Opponent Modelling
    • Predicting an opponents actions in advance allows
     us to adjust our plans accordingly.
    • Planning has no mechanism for representing third
     parties, but games invariably involve them.
    • As such we try to infer models of opponents that
     we can use inform out execution systems



7
StrathPoker
    • Project to create an AI agent for Poker.
    • Uses Monte Carlo rollout and UCT to estimate
     value of actions at this decision point based on
     sampled search space.
    • Idea is to use dataset of previous games to classify
     players.
       ‣ More accurate rollout is action prediction is accurate.

8
SPREE
    • StrathPoker ran into two main issues:
      ‣ Existing datasets are incomplete information.
      ‣ Too much time and energy went into coding up Poker
        system for the agent to play in.
    • Strathclyde Poker Research Environment was
     developed to solve these issues.
      ‣ GUI client for actual play, complete information gathering
      ‣ Standalone networked server for rapid AI development

9
SPREE Next Phase
     • First generation of simple bots now complete.
       ‣ Not particularly sophisticated, models a player as a tuple
         and plays accordingly
     • Future work to start exploring specific techniques
      in the context of Poker.
     • Also scope for various “Player Experience” style
      experiments.

10
Undergrad Teaching
     • A good amount of our work in AI and passion for
      games filters through to our teaching.
     • Typically, we will teach AI in the context of games to
      2nd year and 3rd year students.
     • Work with undergraduates for Game AI final year
      projects and Summer internships.



11
EvoTanks
     • EvoTanks was the precursor to the REAPER
      achitecture.
     • Uses genetic algorithms to evolve controllers for
      tank agents.
     • Packaged now as an evolution toolkit, allowing
      students to explore evolved controllers and
      scripting their own.

12
Dots and Boxes
     • Classic 2 player pencil and paper game.
     • Excellent example of combinatorial explosion.
       ‣ For large grids (>5x5), intractable for minimax in a
         reasonable time.
     • Developed a version with a graphical front-end to
      allow students to explore game-tree search and
      heuristic guidance

13
General Games
     • Beyond Dots and Boxes and other specific games,
         General Games describes games in GDL.
     •




14
Competitions
     • Many academic conferences have associated
      competition tracks in a range of game formats.
     • Often, different approaches to these lead to new
      applications of techniques to games.
     • Sometimes lead to a final “solution”
       ‣ E.g. Baumgarten’s A* implementation for Mario-style
         games.


15
Starcraft
     • Access to Starcraft via the Brood Wars API allows
      the creation of AI agents.
     • Competition run in parallel with AIIDE




16
Ms Pac-Man
     • Based on a screen-scraping framework
       ‣ Screenshot analysis to ascertain gamestate
       ‣ Passed to AI logic which simulates a key press
       ‣ Fed back into external game
     • Ugly approach, but “honest” in as much as the game
      is compartmentalised.
     • Strong bias towards speed of response rather than
      quality.
17
Ms Pac-Man vs Ghosts
     • Alternative competition uses a reproduction of the
      game in Java.
     • Allows for the development of either a Pac-Man AI
      or a Ghost Team AI.
     • Game pauses while AI code executes, allows for
      more deliberative techniques, but is a less true
      representation.

18
The Future
     • More prospective students looking for projects.
     • Always on the lookout for collaboration potential.


     • Importantly, we want future work to emphasise
      solving current problems in industry.




19

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SAIG Overview March 2011

  • 1. SAIG Overview 23rd March 2011
  • 2. Project Areas • Research ‣ Execution Systems ‣ Multi-agent Reasoning ‣ Opponent Modelling • Teaching ‣ Genetic Algorithms ‣ Reactive Systems ‣ Game Theory / General Games 2
  • 3. Research • Research in Games at Strathclyde dates back a number of years. • More recently it’s shifted to be Dr Levine’s primary focus. • Two principle focuses of research : ‣ Execution ‣ Opponent Modelling 3
  • 4. Execution Systems • Principal research area for the group currently. • Dovetails with the Strathclyde Planning Group’s work: ‣ What happens once a plan has been generated? 4
  • 5. REAPER • Combines Automated Planning with pre-trained Artificial Neural Networks. • Uses the ANN for situations not foreseen in the plan. • Relies on a subsumption architecture to select between ANN for e.g. Fight or Flight response to enemies. 5
  • 6. Integrated Influence • Attempts to state the world in terms usable by planners and reactive systems. • Intelligent plan repair, influenced by aspects of the environment. • Lifts abstract representations of the world out to manage horizon problem dynamically. • Inherently parallel techniques. 6
  • 7. Opponent Modelling • Predicting an opponents actions in advance allows us to adjust our plans accordingly. • Planning has no mechanism for representing third parties, but games invariably involve them. • As such we try to infer models of opponents that we can use inform out execution systems 7
  • 8. StrathPoker • Project to create an AI agent for Poker. • Uses Monte Carlo rollout and UCT to estimate value of actions at this decision point based on sampled search space. • Idea is to use dataset of previous games to classify players. ‣ More accurate rollout is action prediction is accurate. 8
  • 9. SPREE • StrathPoker ran into two main issues: ‣ Existing datasets are incomplete information. ‣ Too much time and energy went into coding up Poker system for the agent to play in. • Strathclyde Poker Research Environment was developed to solve these issues. ‣ GUI client for actual play, complete information gathering ‣ Standalone networked server for rapid AI development 9
  • 10. SPREE Next Phase • First generation of simple bots now complete. ‣ Not particularly sophisticated, models a player as a tuple and plays accordingly • Future work to start exploring specific techniques in the context of Poker. • Also scope for various “Player Experience” style experiments. 10
  • 11. Undergrad Teaching • A good amount of our work in AI and passion for games filters through to our teaching. • Typically, we will teach AI in the context of games to 2nd year and 3rd year students. • Work with undergraduates for Game AI final year projects and Summer internships. 11
  • 12. EvoTanks • EvoTanks was the precursor to the REAPER achitecture. • Uses genetic algorithms to evolve controllers for tank agents. • Packaged now as an evolution toolkit, allowing students to explore evolved controllers and scripting their own. 12
  • 13. Dots and Boxes • Classic 2 player pencil and paper game. • Excellent example of combinatorial explosion. ‣ For large grids (>5x5), intractable for minimax in a reasonable time. • Developed a version with a graphical front-end to allow students to explore game-tree search and heuristic guidance 13
  • 14. General Games • Beyond Dots and Boxes and other specific games, General Games describes games in GDL. • 14
  • 15. Competitions • Many academic conferences have associated competition tracks in a range of game formats. • Often, different approaches to these lead to new applications of techniques to games. • Sometimes lead to a final “solution” ‣ E.g. Baumgarten’s A* implementation for Mario-style games. 15
  • 16. Starcraft • Access to Starcraft via the Brood Wars API allows the creation of AI agents. • Competition run in parallel with AIIDE 16
  • 17. Ms Pac-Man • Based on a screen-scraping framework ‣ Screenshot analysis to ascertain gamestate ‣ Passed to AI logic which simulates a key press ‣ Fed back into external game • Ugly approach, but “honest” in as much as the game is compartmentalised. • Strong bias towards speed of response rather than quality. 17
  • 18. Ms Pac-Man vs Ghosts • Alternative competition uses a reproduction of the game in Java. • Allows for the development of either a Pac-Man AI or a Ghost Team AI. • Game pauses while AI code executes, allows for more deliberative techniques, but is a less true representation. 18
  • 19. The Future • More prospective students looking for projects. • Always on the lookout for collaboration potential. • Importantly, we want future work to emphasise solving current problems in industry. 19

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