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POLIMI




         Computational Intelligence in Games
         Daniele Loiacono and Mike Preuss
         GECCO, July 7-11, 2012, Philadelphia, USA
Presenters

                   Daniele Loiacono

                   He is assistant professor at the Department of Electronics and
                   Information of Politecnico di Milano, where, in 2008, he received his
                   Ph.D. in Computer Engineering. His research interests include machine
                   learning, evolutionary computation, and computational intelligence in
                   games. Since 2008, Daniele Loiacono has been organizing several
                   scientific competitions at major conferences including GECCO, CEC and
                   CIG. In 2009 he was local co-chair of the IEEE Symposium on
                   Computational Intelligence and he was Competitions Chair of GECCO
                   2012

                   Mike Preuss

                   Research Associate at the Computer Science Department, TU
                   Dortmund, Germany, where he also received his Diploma degree in
                   1998. His research interests focus on the field of evolutionary
                   algorithms for real-valued problems, namely on multimodal and
                   multiobjective niching and the experimental methodology for (non-
                   deterministic) optimization algorithms. He is currently working on the
                   adaptability and applicability of computational intelligence techniques
                   for various engineering domains and computer games, pushing forward
                   modern approaches of experimental analysis as the Exploratory
                   Landscape Analysis (ELA) and innovative uses of surrogate models.



GECCO, July 7-11, 2012, Philadelphia, USA                          POLIMI
Introduction


  Part I
  q  What is Computational Intelligence and Games about?
  q  What are the opportunities for Evolutionary Computation methods?
  q  The industry connection

  Part II
  q  Games as testbed
  q  Developing better games
  q  Developing innovative games

  Part III
  q  Competitions and available software




GECCO, July 7-11, 2012, Philadelphia, USA            POLIMI
CIG: An Overview
Beginnings I: gaming


           3000 BC        Dice, Senet
           2300 BC        Go
           500 AD         Chess
           ca. 1600       Modern sports games
           ca. 1800       Poker, Bridge
           1871           Pinball
           ca. 1935       Monopoly, Scrabble
           1943           Game theory beginnings
           1959           Diplomacy




GECCO, July 7-11, 2012, Philadelphia, USA          POLIMI
Beginnings II: computer gaming


      1961           Spacewar! - first computer video game
      1971           Galaxy Game - first arcade video game
      1972           Magnavox Odyssey console
      1973           Game theory: Evolutionary stable strategies
      1978-81        Space Invaders, PacMan, Donkey Kong
      1983           I, Robot - first commercial 3D video game
      1992           Wolfenstein 3D - popularization of FPS (first
                     person shooters)
      1997           Ultima Online - first massive multiplayer online
                     (MMO) game
      1997           Deep Blue beats Garry Kasparov
      1999           Blondie24: Playing Checkers by means of CI
      2006           Wii
      2008           Checkers solved



GECCO, July 7-11, 2012, Philadelphia, USA                 POLIMI
Beginnings III: A field forming


                       q  1999: Blondie24, Learning checkers with CI and
                           human players
                       q  GECCO before 2005: max 2 papers/year
                       q  2005 first Computational Intelligence in Games
                           (CIG) conference
                       q  GECCO after 2008: around 10 papers/year
                       q  IEEE TCIAIG Journal (Transactions on CI and
                           Artificial Intelligence in Games) since 2009
                       q  EvoGames track in Evo* since 2009
                       q  2012: first Dagstuhl seminar on AI and CI in
                           Games
                       q  Many “neighbor” conferences, etc. AIIDE, FDG,
                           gameai conf. (not strictly CI, but CI welcome)
                       q  General approach is target oriented, not
                           technique oriented




GECCO, July 7-11, 2012, Philadelphia, USA                POLIMI
Computer Games: trends and problems


                         q  About 40 years of development:
                              " From simplest graphics to virtual reality
                              " Games use the current hardware potential
                              " Graphis still dominate public perception of
                                games, AI unimportant
                              " Game production consists of: game
                                design, storyline design, game mechanics,
                                level design/content creation, character
                                design, physics, playtesting etc.
                              " Often teams of 50+ people for several
                                years
                         q  Problems:
                              " Complex game realities require complex
                                AI behavior to achieve Believability
                              " Complex game worlds need huge effort to
                                create content


GECCO, July 7-11, 2012, Philadelphia, USA                 POLIMI
Believability


                         q  Board game AI already quite good
                              " Deep blue (IBM) beats Kasparov 1997
                              " Checkers solved in 2008 (Schaffer)
                              " Monte Carlo Tree Search (MCTS) has huge
                                impact on e.g. Go AI
                         q  More challenges in other games:
                              " Believable appearance and behavior of all
                                game components
                              " NPC are a major problem (therefore
                                MMOG)
                              " Should act intelligently (or create this
                                impression) and react appropriately
                              " Must not reveal their identity by means of
                                stupid mistakes (e.g. behavior loops)




GECCO, July 7-11, 2012, Philadelphia, USA                 POLIMI
Authenticity


                                q  Some standard game AI problems
                                    example: Gothic 3
                                     " Path finding ineffizient, unrealistic
                                       paths
                                     " Interaction of game ai and physics
                                       engine: mimics, gestures, movements
                                     " Camera movement (e.g. following
                                       head but not entering the same room)
                                     " Again: Repetitions (game AI always
                                       reacts in the same way)
                                q  Problem is tackled by modularization:
                                    Middleware
                                     " Specialized physics engines
                                     " Complex character modelling e.g. with
                                       EkiOne (emotions)
                                     " Difficulty: We may only use about 10%
                                       CPU-time for the whole AI


GECCO, July 7-11, 2012, Philadelphia, USA                 POLIMI
Standard game AI approaches


                           q  Game industry prefers well known
                               techniques
                               "   Scripting
                               "   Rule based systems
                               "   Finite state machines (also hierarchical)
                               "   New: behavior trees
                           q  Industry cautious concerning dynamics
                               and non-determinism
                               " What will we get?
                               " How can we control game flow?
                           q  Current development very dynamic, e.g.
                               look at: http://aigamedev.com/
                           q  However, most current CIG research
                               goes unnoticed by industry



GECCO, July 7-11, 2012, Philadelphia, USA                   POLIMI
Research trees


  q  Research approaches games (mainly) from 3 directions
       " Specialized algorithms: Exact algorithms or heuristics,
         e.g. applied to path finding (A*)
       " The ’classic’ (deterministic) AI approach: General game
         playing (game description language GDL), tree search,
         also support vector machines (SVM) and reinforcement
         learning, strong in board games
       " Computational Intelligence (CI): Evolutionary algorithms,
         fuzzy logic, artificial neural networks, swarm intelligence
         etc., often applied for complex black-box controllers,
         analysing data

  q  However, there are overlaps. . .




GECCO, July 7-11, 2012, Philadelphia, USA           POLIMI
Why shall we apply CI (evolutionary)
  methods to games?

                        q  Contrary to board games,
                             " Game trees often not applicable
                             " Incomplete information
                             " Concurrency: During planning phase, the
                               game situation changes
                             " Quantifying a game situation is not trivial

                        è  Good and fast approximations are needed

                        q  Evolutionary Optimization is
                             " Versatile, flexible, still works (somehow)
                             " Copes with noise and strange search spaces
                             " Can be asked to deliver a result at any time




GECCO, July 7-11, 2012, Philadelphia, USA                  POLIMI
What is the use of CI (evolutionary)
  methods in games research?

         Lucas/Kendall 2006 "Evolutionary Computation and
         Games" (IEEE Computational Intelligence Magazine)




                   1.  Good testbed to apply our methods
                         2.  Do things in a better way
              3.  Do things we (or they) could not do before




GECCO, July 7-11, 2012, Philadelphia, USA            POLIMI
Games as testbeds
Why games are good testbeds?

                                   Unbiased

          More complex than academic benchmarks

          Challenging requirements (e.g., real-time)

                Cheaper than real-world problems

                            Human interaction


GECCO, July 7-11, 2012, Philadelphia, USA       POLIMI
Car Setup Optimization Competition




GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Car Setup Optimization: Overview


  q  The goal is finding the best car setup on three unknown
      tracks
  q  Challenges
      "   Limited amount of time for evaluations
      "   Accuracy-time tradeoff in the evaluation
      "   Fake parameters that increase the search space
      "   No prior knowledge
      "   Car can get damages




GECCO, July 7-11, 2012, Philadelphia, USA              POLIMI
Car Setup Optimization: Which parameters?


  q  A car presents many parameters that can be optimized:
       " Gear ratios
       " Rear/Front wing angle
       " Brakes
       " Rear differential
       " Rear/Front anti-roll bars
       " Wheels
          •  Ride
          •  Toe
          •  Camber
       " Suspensions
          •  Spring
          •  Bell crank
       " …




GECCO, July 7-11, 2012, Philadelphia, USA        POLIMI
Car Setup Optimization: Framework



                                Real Parameter Vectors
Optimization                      Evaluation length
 Algorithm                                                           TORCS



                                             UDP
                       Client                               Server




                                      Problem Definition
                                       Fitness evaluation




  GECCO, July 7-11, 2012, Philadelphia, USA                      POLIMI
Car Setup Optimization: Results


  q  Organized at GECCO 2009 and at Evo* 2010
       " In 2009 won by Versari et al. (PSO)
       " In 2010 won by Munoz et al. (MOEA)




                        http://vimeo.com/10870222




GECCO, July 7-11, 2012, Philadelphia, USA           POLIMI
Physical Travelling Salesman Problem




GECCO, July 7-11, 2012, Philadelphia, USA    POLIMI
Physical Travelling Salesman Problem


  q  Extends the well-known
      Travelling Salesman
      Problem
  q  Add a physical dynamics to
      the movements of the
      salesman
  q  Solution consists of a long           http://youtu.be/xV4DapXNgPE
      sequence of force vectors
  q  Run for the first time at
      GECCO 2005 and now WCCI
      2012 and at CIG 2012
       " So far best entries are
         based on MCTS and A*




GECCO, July 7-11, 2012, Philadelphia, USA                POLIMI
Games as testbed: a closing balance


  q  Game-based testbeds became very popular for several
      reasons:
       " challenging
       " entertaining
       " benchmarks not just game
  q  On the other hand…
       " often just a gamification of benchmarks
       " not easy to transfer obtained knowledge on a specific
         testbed
       " the need to defend games research is shrinking
  q  Trends
       " testbed more relevant for the game research (e.g.,
         believability)
       " add humans in the loop


GECCO, July 7-11, 2012, Philadelphia, USA         POLIMI
Developing better games
Why EC can improve games?



                   Improve the poor AI in games



                Reduce the development cost/time



             Allow knowledge-free AI development




GECCO, July 7-11, 2012, Philadelphia, USA    POLIMI
Why EC can’t improve games?



                   Improve the poor AI in games
                  Nowadays AI is often very good

            Reduce the development cost/time
      AI development is not the most expensive task

           Allow knowledge-free AI development
     A black-box AI design means often boring games



GECCO, July 7-11, 2012, Philadelphia, USA    POLIMI
Evolutionary Design of NPC


  q  Early works in the field focused on
      beating the game…
  q  … now focus is more on non-player
      characters (NPC), i.e., characters not
      controlled by the player (either
      opponents or an allies)
  q  Design choices
       " How to represent the NPC?
       " How compute fitness?
       " Which evolutionary techniques?

  q  Some examples
       " Evolving Quake III bot
       " Evolving Racing Lines in Games


GECCO, July 7-11, 2012, Philadelphia, USA      POLIMI
Evolving bots for Quake III




GECCO, July 7-11, 2012, Philadelphia, USA          POLIMI
Evolving bots for Quake III


    Evolution of Reactive Rules in Multi-Player Computer Games
            Based on Imitation, Priesterjahn et al., 2005.




                       http://youtu.be/mKdIi9BM_RI




GECCO, July 7-11, 2012, Philadelphia, USA            POLIMI
Evolving bots: representation


  q  How to represent the game environment?
       " Collect information with raycasting
       " Discretize local area around the NPC




                          EDITORIAL

                                                                                                    Algorithm 1 Agent operating loop
                                                                                                     1: loop
                                                                                                    2:    sense the current state and c
                                                                                                    3:    find the best fitting rule in the
                                                                                                    4:    execute the proposed action
                                                                                                    5:    wait until next time frame
                                                                                                    6:   end loop


                                                                                                    The performance of an agent in comba
                                                                                                    a fixed amount of time and by compu
                                                                         Discrete                   inflicted on the other game characters
                                  Game           Fig. 3: Grid computation
                                                                      Representation                in this timespan.

                                                                                                 As we have stated above, the rule lis
                                                                                                 using an evolutionary algorithm. How
                       States & Actions
                                                                                                 the performance of a whole agent or
                                                                                                 utilities like typical reinforcement lea
                       As this approach is based on our previous evolutionary method [13, 14],
GECCO, July 7-11,   2012, Philadelphia, USA work in most respects. The agents approaches. The reason for that is the
                       the basic modeling resembles this
                                                                                               POLIMI
Evolving bots: representation (2)


           q  How to represent an NPC strategy?
                 EDITORIAL

                " population of if-then rules
                " game environment is matched against the rules
                " rule with the closest matching is applied




                   IF                                                                    THEN
                               (a) The best rule of the best random-based agent [14]                     (b) The best rule of the best imitation-based agent



                                                                      Fig. 6: Best rules of the best agents of both approaches



                    [10] R. Miikkulainen, B. D. Bryant, R. Cornelius, I. V. Karpov, K. O. Stanley,   [14] S. Priesterjahn, O. Kramer, A. Weimer, and A. Goebels
                         and C. H. Yong. Computational Intelligence in Games. Computational               tion of Human-Competitive Agents in Modern Compute
ased agent [14]          Intelligence: Principles and Practice, pages 155–191, 2006.
                                 (b) The best rule of the best imitation-based agent                      In Proceedings of the IEEE Congress on Evolutionary Com
                                                                                                          (CEC’06), pages 777–784. IEEE Press, 2006.
                      [11] C. Miles and S. Louis. Case-Injection Improves Response Time for a
                           Real-Time Strategy Game. In Proceedings of the IEEE Symposium             [15] C. Thurau, C. Bauckhage, and G. Sagerer. Imitation Learn
g. 6: Best rules of the best agents of both approaches
                           on Computational Intelligence and Games (CIG’05), pages 149–156.               Levels of Game-AI. In Proceedings of the International Co
                           IEEE Press, 2005.                                                              on Computer Games, Artificial Intelligence, Design and E
       GECCO, July 7-11, 2012, Philadelphia, USA                                                                          POLIMI
Evolving bots: approach


  q  How to find the best rules?
       " Real-players data used to build a rule-base
       " Individuals are generated by selecting a
         random set of rules from the rule-base
       " GA is applied to evolve the best set of rules
       " Recombination works on the sets of rules
       " Mutation works on the single rules
       " Fitness is computed as


            fitness = damage dealt – damage received




GECCO, July 7-11, 2012, Philadelphia, USA           POLIMI
Evolving Racing Lines for Racing Games




GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Racing Liens: the problem




                           Radius
   Grip
                               MaxSpeed = sqrt(grip*G*radius)



                          Shortest path
                               or
                       minimum curvature ?
GECCO, July 7-11, 2012, Philadelphia, USA             POLIMI
Racing Lines: standard approach




GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Racing Lines: evolutionary approach

                      ε1   ε1       Decoding

                      ε2   ε2
                      …    …
                      ε9   ε9


   Selection
   Recombination
   Mutation


                                                   Simulation
                                      Evaluation
                                         and
                                     Replacement




GECCO, July 7-11, 2012, Philadelphia, USA          POLIMI
What do we learn from the literature about
               evolutionary design of NPC?




GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Evolutionary design of NPC:
  Representation

  q  Parameterized strategy
       " requires strong domain knowledge
       " prevents emergent behaviors
       " easy to optimize and reliable
  q  Rules or trees
       " requires discrete actions or well defined basic behaviors
       " allows to integrate existing knowledge
       " allows some emergent behaviors
  q  Decision function (e.g., NN)
       " very few domain knowledge required
       " difficult to integrate existing knowledge
       " definitely allows emergent behaviors
       " might lead to unreliable results



GECCO, July 7-11, 2012, Philadelphia, USA           POLIMI
Evolutionary design of NPC:
  Fitness function and technique

  q  Fitness function
       " generally based on in-game statistics
       " cost/significance trade-off
       " often noisy or non-deterministic
  q  Evolutionary technique depends on the representation used
       " Parameterized strategy à ES, GA, PSO, etc.
       " Rules or trees à LCS, GP, EP, etc.
       " Decision function à Neuroevolution




GECCO, July 7-11, 2012, Philadelphia, USA        POLIMI
Evolutionary design of NPC:
  Expect the unexpected

  q  EvoStar 2011: Mr Racer bot (Quadflieg et al.) good but suffers from
      default clutch control
       " First approach similar to winner’s clutch control: speed based
       " Autopia (winner) closes clutch below 70 km/h
       " We adapt closing (logistic) function with a bit more freedom
       " Result: using the clutch until 180 km/h is profitable
       " We would be much worse with restriction to 70 km/h




                       http://youtu.be/Kk1mC6mZjVc




GECCO, July 7-11, 2012, Philadelphia, USA              POLIMI
Besides NPCs…




GECCO, July 7-11, 2012, Philadelphia, USA     POLIMI
Besides evolutionary design of NPCs


  q  Several applications of CI to games
       " believability
       " adaptivity and in-game learning
       " analysis of player behaviors
       " improving game components
  q  In particular, notable applications of EC includes
       " evolving believable NPCs with MOEA (Togelius et al.)
       " real-time neuroevolution in games (NERO, Stanley et al.)
       " neuro-evolutionary preference
         learning (Yannakakis et al.)
       " automatic camera control (Burelli et al.)




GECCO, July 7-11, 2012, Philadelphia, USA         POLIMI
Developing innovative games
Evolving Game Content



  q  Challenges:
       " How to represent the content?
       " Which is the best representation to be evolved with
         genetic algorithms?
       " How to evaluate the game content?

  q  Case studies:
       " Evolving Starcraft and Maps
       " Evolving tracks for racing games
       " Evolving maps for First Person Shooters




GECCO, July 7-11, 2012, Philadelphia, USA          POLIMI
Multi-objective optimization in games


   q  Great potential (à detect tradeoffs), few uses:

       " Schrum/Miikkulainen 2008: constructing complex NPC
         behavior
       " Agapitos 2008: generating diverse opponents
       " Togelius et al. 2010: exploration of StarCraft map space
       " Bin Tan/Theo/Anthony 2010: evolution of neural Go players
       " Preuss/Quadflieg/Rudolph 2011: multi-objective track selection

   q  We may have missed some, but still…




GECCO, July 7-11, 2012, Philadelphia, USA                 POLIMI
Multi-objective tradeoff exploration


  q  Starcraft Maps (Togelius et al., 2010)
       " 8 objectives: base location,
         ressource fairness, choke points
         etc.
       " Unclear which objectives make
         sense
       " But single objectives can be
         discussed with users
       " We enforce formalization
       " Innovation: users may be wrong
         (e.g. fair and asymmetric maps)
       " Exploration via multi-objective
         optimization: conflicts, tradeoffs
       " This example: PCG, other uses
         similar


GECCO, July 7-11, 2012, Philadelphia, USA      POLIMI
Multi-objective representative selection


  q  Small number of driver configurations that add up well for
      different tracks (Preuss/Quadflieg/Rudolph, 2011)
       " Full MO run with 6 objectives very expensive (runtime,
          instability)
       " Single-objective on 2 tracks: very different solutions
       " We evaluate the best solutions of both on all tracks
       " Correlation analysis (rank based): similarity of tracks
       " Simple and working, but much to do here…




GECCO, July 7-11, 2012, Philadelphia, USA               POLIMI
Many objectives: camera positioning


  q  At first: weighted single-objective (Preuss/Burelli/Yannakakis,
      2012)
       " Vision: realtime multi-objective (often 3-9), diverse solutions
       " Currently not possible (time), but learned a lot about problem
       " Very interesting benchmark for optimization methods




GECCO, July 7-11, 2012, Philadelphia, USA               POLIMI
Evolving maps for FPS




GECCO, July 7-11, 2012, Philadelphia, USA        POLIMI
Evolving FPS Maps: overview               51



  q  Cardamone et al. evolved
      maps for CUBE, an open
      source First Person Shooter
  q  Four different
      representations
      were compared
  q  Fitness based on game
      statistics computed using
      NPCs




GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Evolving FPS Maps: examples               52




GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Evolving Racing Tracks




GECCO, July 7-11, 2012, Philadelphia, USA        POLIMI
Evolving Racing Tracks: the approach            54



  q  Apply a genetic algorithm to evolve the shape of the tracks
      for a realistic racing game

  q  Representation based on a list of
      way points in polar coordinates

  q  Fitness based on diversity:
       " Entropy of speeds
       " Entropy of curvatures
       " Both



                        VS



GECCO, July 7-11, 2012, Philadelphia, USA          POLIMI
Evolving Tracks: examples                 55




GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
How to put users in the loop?

                        A couple of examples…




GECCO, July 7-11, 2012, Philadelphia, USA       POLIMI
Galactic Arms Race (GAR)




                         http://gar.eecs.ucf.edu/

         http://eplex.cs.ucf.edu/movies/gar_promo2.wmv




GECCO, July 7-11, 2012, Philadelphia, USA           POLIMI
TORCS/Speed Dreams Tracks Generator



                   http://trackgen.pierlucalanzi.net


                    http://youtu.be/YFOa7L3oBwM

                    http://youtu.be/0_W4jHN2h2Q

                     http://youtu.be/Si_u_43HJnM

                     http://youtu.be/3AzjMtRDnBo




GECCO, July 7-11, 2012, Philadelphia, USA              POLIMI
Software Platforms
Racing Games

                            Point-to-point
                                RARS
                        TORCS / Speed Dreams
                                VDrift
                         Simulated Car Racing




GECCO, July 7-11, 2012, Philadelphia, USA       POLIMI
Point-to-point car racing and RARS


         Point-to-point                         RARS




  q  Simple Java racing           q  Open source 3D racing
      environment (Togelius et         simulator
      al., 2005)
                                   q  Designed to enabled pre-
  q  Used for competitions at CIG     programmed AI drivers to
      2007 and at CEC 2007             race against
  q  http://julian.togelius.com/  q  http://rars.sourceforge.net/
      cec2007competition/
GECCO, July 7-11, 2012, Philadelphia, USA          POLIMI
TORCS / Speed Dreams and VDrift                           62


     TORCS / Speed Dreams                                VDrift




  q  Accurate physics engine               q  Use Bullet, an open source
      specifically developed for                physics engine featuring 3D
      racing (traction, damage,                 collision detection, soft and
      aerodynamics,…)                           rigid body dynamics
  q  Wide community of users               q  Accurate simulation of loss
      providing tracks and other                of traction (drift)
      game content                          q  http://vdrift.net
  q  http://torcs.sourceforge.net
GECCO, July 7-11, 2012, Philadelphia, USA                   POLIMI
Simulated Car Racing


  q  Simulated Car Racing (SCR) requires the development of a
      driver for TORCS (hand-coded, learned, evolved, …)
  q  SCR typically involves 9 races organized in three different
      legs during three major conferences
  q  Teams are awarded based on their score in each conference
      competition
  q  At the end, the team with highest overall score wins the
      championship
  q  SCR has been organized since 2009

  q  http://games.ws.dei.polimi.it/competitions/scr/




GECCO, July 7-11, 2012, Philadelphia, USA          POLIMI
Simulated Car Racing: architecture




                                                  TORCS
            TORCS                             PATCH

                                              SBOT    SBOT     SBOT


         BOT    BOT     BOT
                                            UDP       UDP        UDP



                                            BOT       BOT         BOT



GECCO, July 7-11, 2012, Philadelphia, USA             POLIMI
Simulated Car Racing: sensors and
  actuators

  q  Rangefinders for edges on the track and opponents (with noise)
  q  Speed, RPM, fuel, damage, angle with track, distance race, position
      on track, etc.




  q  Six effectors: steering wheel [-1,+1], gas pedal [0, +1], brake
      pedal [0,+1], gearbox {-1,0,1,2,3,4,5,6}, clutch [0,+1], focus
      direction
GECCO, July 7-11, 2012, Philadelphia, USA               POLIMI
First Person Shooters

                               ioquake3
                                  Cube
                           Unreal Tournament
                              2K Bot Prize




GECCO, July 7-11, 2012, Philadelphia, USA         POLIMI
ioquake3 and Cube                                 67


                ioquake3                          Cube




  q  Bug-free and enhanced          q  Cube 2: Sauerbraten is a
      implementation of the id           free multiplayer/singleplayer
      Software’s Quake 3 engine          first person shooter
  q  Used in several game           q  Allow map/geometry editing
      projects as well as in several     to be done dynamically in-
      academic projects                  game
  q  http://ioquake3.org            q  http://sauerbraten.org/


GECCO, July 7-11, 2012, Philadelphia, USA            POLIMI
Unreal Tournament


  q    Very popular series of multiplayer FPS by Epic Games
  q    Does not require expensive hardware to run
  q    Can be easily customized with scripting
  q    http://www.unrealtournament.com/
  q    Unreal Wiki: http://wiki.beyondunreal.com/




GECCO, July 7-11, 2012, Philadelphia, USA           POLIMI
2K BotPrize


  q  The BotPrize competition
      challenges programmers/
      researchers/hobbyists to
      create a bot for UT2004 (a
      first-person shooter) that
      can fool opponents into
      thinking it is another human
      player.
  q  The competition organized
      by P. Hingston has been
      sponsored by 2K games
      since 2008, and the $5000
      major prize is yet to be
      claimed.
  q  http://www.botprize.org/



GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Strategy Games

               Starcraft and Starcraft Competition
                      Stargus and Wargus




GECCO, July 7-11, 2012, Philadelphia, USA     POLIMI
Starcraft Competition


 q  Held at AIIDE and CIG
     conferences since 2010, setup
     differs slightly: AIIDE maps are
     known beforehand, CIG maps
                                              http://youtu.be/xXsx1ma3_ko
 q  Bots attached to Starcraft via 3rd
     person hack BWAPI:
     http://code.google.com/p/bwapi/
 q  Active scene of around 20 bot
     developers/teams
 q  Both competitions won by Skynet
     bot in 2011
 q  Current limitations: most bots are
     not very adaptive to opponent
     strategy


   http://webdocs.cs.ualberta.ca/~cdavid/starcraftaicomp
   http://ls11-www.cs.uni-dortmund.de/rts-competition/starcraft-cig2012


GECCO, July 7-11, 2012, Philadelphia, USA                     POLIMI
Stratagus, Stargus and Wargus


  q  Stratagus is a free cross-
      platform real-time strategy
      gaming engine.
  q  It includes support for playing
      over the internet/LAN, or
      playing a computer opponent.
  q  It is easily configurable and can
      be used to create games with a
      wide-range of features specific
      to your needs.
  q  Stargus and Wargus are mods
      that allow to play the popular
      Starcraft and Warcraft games
      with Stratugus engine
  q  http://stratagus.com/
  q  http://wargus.sourceforge.net/
  q  http://stargus.sourceforge.net/


GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Action Games

                                  Robocode
                                Infinite Mario
                                Ms. Pac-Man




GECCO, July 7-11, 2012, Philadelphia, USA        POLIMI
Robocode


  q  Robocode is a programming game, where the goal is to
      develop a robot battle tank to battle against other tanks
  q  The robot tanks can be developed either in Java or .NET.
  q  Battles can be either run in real-time and displayed on the
      screen or run in a batch mode without visualization.
  q  It has a large community and features an on-line tournament
      system to rank developed tanks
  q  Official page: http://robocode.sourceforge.net/
  q  Robo wiki: http://robowiki.net/




GECCO, July 7-11, 2012, Philadelphia, USA        POLIMI
Infinite Mario


  q  Infinite Mario Bros is a Java-based browser game developed
      by Markus Persson for Super Mario themed contest
  q  It provides unending 2D platforming action: all areas and
      level selection maps are generated from a random seed.
  q  The game and the entire source code is available for
      download at http://www.mojang.com/notch/mario/




GECCO, July 7-11, 2012, Philadelphia, USA        POLIMI
Mario AI competition


  q  Mario AI competition has
      been organized by Togelius
      et al since 2009 as part of
      the major conferences of the
      field
  q  It consists of four tracks
      with different goals:
       " Gameplay
       " Learning
       " Level Generation
       " Turing Test
  q  Competitors are provided
      with very effective Java APIs
      based on Mario Infinite



GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Ms. Pac-Man


  q  A sequel of Pac-Man with a
      very similar gameplay
  q  It features four different mazes
  q  Involves non-deterministic
      opponents
  q  http://www.webpacman.com/




GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Ms. Pac-Man competitions


  q  Ms. Pac-man vs Ghosts Competition (Rohlfshagen, Robles
      and Lucas)
       " allows you to develop AI controllers for either Ms Pac-Man
         or for the ghosts
       " based on a powerful Java framework developed by the
         organizers
       " http://www.pacman-vs-ghosts.net/
  q  Ms Pac-Man Screen Capture Competition (Lucas)
       " The aim of this competition is to provide the best software
         controller for the game of Ms Pac-Man.
       " It is based on the original version of the game
       " About 15 times per second the controller receives a pixel
         map of the Ms. Pac-Man window and it has to respond
         with the direction of the joystick.
       " http://cswww.essex.ac.uk/staff/sml/pacman/
         PacManContest.html
GECCO, July 7-11, 2012, Philadelphia, USA          POLIMI
Develop your own game framework

                                      XNA
                                      Unity




GECCO, July 7-11, 2012, Philadelphia, USA     POLIMI
XNA


  q  Framework developed by
      Microsoft to simplify the
      development of games
  q  The development with XNA
      is performed in C#
      under .NET framework
  q  Target platforms:
      "   Windows
      "   Windows Phone
      "   Xbox 360
  q  Free
  q  http://create.msdn.com




GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Unity 3D


  q  A complete game engine for
      3d games that features:
      "   Physics engine
      "   Camera control
      "   Animation system
      "   …
  q  Allows development on
      Windows and Mac both in
      C# and in Javascript
  q  Target platforms:
      "   Windows and Mac
      "   Mobile (Android, iOS)
      "   Web
      "   Consoles
  q  Offers free licenses with
      limitations and paid licenses
  q  http://www.unity3d.com
GECCO, July 7-11, 2012, Philadelphia, USA   POLIMI
Conclusions
HOT topics / Current Trends


  q  Believability of NSC and their environment
       " More humanlike behavior
       " Better cooperation of units (team AI)
       " Reactivity to unforeseen events
  q  Personalization of games
       " Preference modeling (what do they like?)
       " Player type analysis, classification
       " Dynamic adaptation of game mechanisms (e.g. difficulty)
  q  Procedural Content Generation
       " Offline to support game creation
       " Online to enlarge worlds




GECCO, July 7-11, 2012, Philadelphia, USA        POLIMI
Where are we going?


   q  The testbed argument seems to loose importance:
        " test problem collections (benchmarks) and competitions are
          getting popular in many fields (e.g. BBOB)
        " not really simple to transfer back obtained knowledge (games
          research partly engineering)
        " the need to defend games research is shrinking

   q  The doing things better argument is (still) important:
        " Can involve theory, but usually based on experimentation
        " Question: what does better mean?
        " Measurement sometimes fully automated, sometimes requires
          user interaction (no fun formula)
        " Required: being open to other methods (to achieve meaningful
          comparisons)
        " Ideal situation: competition as joint effort experiment (fair)



GECCO, July 7-11, 2012, Philadelphia, USA              POLIMI
To boldly go…


  q  We may encounter unsolved or even unrealized problems:
      " Interesting features of CI techniques: surprising solutions,
        highly adaptable to problem, multiple objectives
      " Show that our approach indeed does fulfill some minimal
        requirements by experiment




GECCO, July 7-11, 2012, Philadelphia, USA          POLIMI
Algorithm development and theory


   q  Of course we can improve our methods while applying them
   q  But this is usually not unique for games problems
   q  Improvement/improved understanding may result in better
       theory
   q  Discrete state games: algorithm engineering cycle
       applicable
   q  More complex games (e.g. RTS): theory connection very
       difficult
   q  Solving games problems is to a large extent engineering
   q  We have to rely on good experimentation in most cases




GECCO, July 7-11, 2012, Philadelphia, USA       POLIMI
Takehome message                                87



  q  CI tools, especially Evolutionary Algorithms are well suited
      for many applications in Games
  q  Multi-objective EA very useful, but rarely used
  q  Some very dynamic areas identified: PCG, Personalization
  q  Lots of possibilities to enter the arena: competitions, free
      engines, etc.
  q  Game based benchmarks good to motivate people (students)
      and to showcase your research



  q  Newly established web base for CI/AI game research
      projects and demos: http://www.aigameresearch.org/




GECCO, July 7-11, 2012, Philadelphia, USA         POLIMI
Thank you!

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Computational Intelligence in Games Tutorial @GECCO2012

  • 1. POLIMI Computational Intelligence in Games Daniele Loiacono and Mike Preuss GECCO, July 7-11, 2012, Philadelphia, USA
  • 2. Presenters Daniele Loiacono He is assistant professor at the Department of Electronics and Information of Politecnico di Milano, where, in 2008, he received his Ph.D. in Computer Engineering. His research interests include machine learning, evolutionary computation, and computational intelligence in games. Since 2008, Daniele Loiacono has been organizing several scientific competitions at major conferences including GECCO, CEC and CIG. In 2009 he was local co-chair of the IEEE Symposium on Computational Intelligence and he was Competitions Chair of GECCO 2012 Mike Preuss Research Associate at the Computer Science Department, TU Dortmund, Germany, where he also received his Diploma degree in 1998. His research interests focus on the field of evolutionary algorithms for real-valued problems, namely on multimodal and multiobjective niching and the experimental methodology for (non- deterministic) optimization algorithms. He is currently working on the adaptability and applicability of computational intelligence techniques for various engineering domains and computer games, pushing forward modern approaches of experimental analysis as the Exploratory Landscape Analysis (ELA) and innovative uses of surrogate models. GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 3. Introduction Part I q  What is Computational Intelligence and Games about? q  What are the opportunities for Evolutionary Computation methods? q  The industry connection Part II q  Games as testbed q  Developing better games q  Developing innovative games Part III q  Competitions and available software GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 5. Beginnings I: gaming 3000 BC Dice, Senet 2300 BC Go 500 AD Chess ca. 1600 Modern sports games ca. 1800 Poker, Bridge 1871 Pinball ca. 1935 Monopoly, Scrabble 1943 Game theory beginnings 1959 Diplomacy GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 6. Beginnings II: computer gaming 1961 Spacewar! - first computer video game 1971 Galaxy Game - first arcade video game 1972 Magnavox Odyssey console 1973 Game theory: Evolutionary stable strategies 1978-81 Space Invaders, PacMan, Donkey Kong 1983 I, Robot - first commercial 3D video game 1992 Wolfenstein 3D - popularization of FPS (first person shooters) 1997 Ultima Online - first massive multiplayer online (MMO) game 1997 Deep Blue beats Garry Kasparov 1999 Blondie24: Playing Checkers by means of CI 2006 Wii 2008 Checkers solved GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 7. Beginnings III: A field forming q  1999: Blondie24, Learning checkers with CI and human players q  GECCO before 2005: max 2 papers/year q  2005 first Computational Intelligence in Games (CIG) conference q  GECCO after 2008: around 10 papers/year q  IEEE TCIAIG Journal (Transactions on CI and Artificial Intelligence in Games) since 2009 q  EvoGames track in Evo* since 2009 q  2012: first Dagstuhl seminar on AI and CI in Games q  Many “neighbor” conferences, etc. AIIDE, FDG, gameai conf. (not strictly CI, but CI welcome) q  General approach is target oriented, not technique oriented GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 8. Computer Games: trends and problems q  About 40 years of development: " From simplest graphics to virtual reality " Games use the current hardware potential " Graphis still dominate public perception of games, AI unimportant " Game production consists of: game design, storyline design, game mechanics, level design/content creation, character design, physics, playtesting etc. " Often teams of 50+ people for several years q  Problems: " Complex game realities require complex AI behavior to achieve Believability " Complex game worlds need huge effort to create content GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 9. Believability q  Board game AI already quite good " Deep blue (IBM) beats Kasparov 1997 " Checkers solved in 2008 (Schaffer) " Monte Carlo Tree Search (MCTS) has huge impact on e.g. Go AI q  More challenges in other games: " Believable appearance and behavior of all game components " NPC are a major problem (therefore MMOG) " Should act intelligently (or create this impression) and react appropriately " Must not reveal their identity by means of stupid mistakes (e.g. behavior loops) GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 10. Authenticity q  Some standard game AI problems example: Gothic 3 " Path finding ineffizient, unrealistic paths " Interaction of game ai and physics engine: mimics, gestures, movements " Camera movement (e.g. following head but not entering the same room) " Again: Repetitions (game AI always reacts in the same way) q  Problem is tackled by modularization: Middleware " Specialized physics engines " Complex character modelling e.g. with EkiOne (emotions) " Difficulty: We may only use about 10% CPU-time for the whole AI GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 11. Standard game AI approaches q  Game industry prefers well known techniques " Scripting " Rule based systems " Finite state machines (also hierarchical) " New: behavior trees q  Industry cautious concerning dynamics and non-determinism " What will we get? " How can we control game flow? q  Current development very dynamic, e.g. look at: http://aigamedev.com/ q  However, most current CIG research goes unnoticed by industry GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 12. Research trees q  Research approaches games (mainly) from 3 directions " Specialized algorithms: Exact algorithms or heuristics, e.g. applied to path finding (A*) " The ’classic’ (deterministic) AI approach: General game playing (game description language GDL), tree search, also support vector machines (SVM) and reinforcement learning, strong in board games " Computational Intelligence (CI): Evolutionary algorithms, fuzzy logic, artificial neural networks, swarm intelligence etc., often applied for complex black-box controllers, analysing data q  However, there are overlaps. . . GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 13. Why shall we apply CI (evolutionary) methods to games? q  Contrary to board games, " Game trees often not applicable " Incomplete information " Concurrency: During planning phase, the game situation changes " Quantifying a game situation is not trivial è  Good and fast approximations are needed q  Evolutionary Optimization is " Versatile, flexible, still works (somehow) " Copes with noise and strange search spaces " Can be asked to deliver a result at any time GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 14. What is the use of CI (evolutionary) methods in games research? Lucas/Kendall 2006 "Evolutionary Computation and Games" (IEEE Computational Intelligence Magazine) 1.  Good testbed to apply our methods 2.  Do things in a better way 3.  Do things we (or they) could not do before GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 16. Why games are good testbeds? Unbiased More complex than academic benchmarks Challenging requirements (e.g., real-time) Cheaper than real-world problems Human interaction GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 17. Car Setup Optimization Competition GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 18. Car Setup Optimization: Overview q  The goal is finding the best car setup on three unknown tracks q  Challenges " Limited amount of time for evaluations " Accuracy-time tradeoff in the evaluation " Fake parameters that increase the search space " No prior knowledge " Car can get damages GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 19. Car Setup Optimization: Which parameters? q  A car presents many parameters that can be optimized: " Gear ratios " Rear/Front wing angle " Brakes " Rear differential " Rear/Front anti-roll bars " Wheels •  Ride •  Toe •  Camber " Suspensions •  Spring •  Bell crank " … GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 20. Car Setup Optimization: Framework Real Parameter Vectors Optimization Evaluation length Algorithm TORCS UDP Client Server Problem Definition Fitness evaluation GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 21. Car Setup Optimization: Results q  Organized at GECCO 2009 and at Evo* 2010 " In 2009 won by Versari et al. (PSO) " In 2010 won by Munoz et al. (MOEA) http://vimeo.com/10870222 GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 22. Physical Travelling Salesman Problem GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 23. Physical Travelling Salesman Problem q  Extends the well-known Travelling Salesman Problem q  Add a physical dynamics to the movements of the salesman q  Solution consists of a long http://youtu.be/xV4DapXNgPE sequence of force vectors q  Run for the first time at GECCO 2005 and now WCCI 2012 and at CIG 2012 " So far best entries are based on MCTS and A* GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 24. Games as testbed: a closing balance q  Game-based testbeds became very popular for several reasons: " challenging " entertaining " benchmarks not just game q  On the other hand… " often just a gamification of benchmarks " not easy to transfer obtained knowledge on a specific testbed " the need to defend games research is shrinking q  Trends " testbed more relevant for the game research (e.g., believability) " add humans in the loop GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 26. Why EC can improve games? Improve the poor AI in games Reduce the development cost/time Allow knowledge-free AI development GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 27. Why EC can’t improve games? Improve the poor AI in games Nowadays AI is often very good Reduce the development cost/time AI development is not the most expensive task Allow knowledge-free AI development A black-box AI design means often boring games GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 28. Evolutionary Design of NPC q  Early works in the field focused on beating the game… q  … now focus is more on non-player characters (NPC), i.e., characters not controlled by the player (either opponents or an allies) q  Design choices " How to represent the NPC? " How compute fitness? " Which evolutionary techniques? q  Some examples " Evolving Quake III bot " Evolving Racing Lines in Games GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 29. Evolving bots for Quake III GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 30. Evolving bots for Quake III Evolution of Reactive Rules in Multi-Player Computer Games Based on Imitation, Priesterjahn et al., 2005. http://youtu.be/mKdIi9BM_RI GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 31. Evolving bots: representation q  How to represent the game environment? " Collect information with raycasting " Discretize local area around the NPC EDITORIAL Algorithm 1 Agent operating loop 1: loop 2: sense the current state and c 3: find the best fitting rule in the 4: execute the proposed action 5: wait until next time frame 6: end loop The performance of an agent in comba a fixed amount of time and by compu Discrete inflicted on the other game characters Game Fig. 3: Grid computation Representation in this timespan. As we have stated above, the rule lis using an evolutionary algorithm. How States & Actions the performance of a whole agent or utilities like typical reinforcement lea As this approach is based on our previous evolutionary method [13, 14], GECCO, July 7-11, 2012, Philadelphia, USA work in most respects. The agents approaches. The reason for that is the the basic modeling resembles this POLIMI
  • 32. Evolving bots: representation (2) q  How to represent an NPC strategy? EDITORIAL " population of if-then rules " game environment is matched against the rules " rule with the closest matching is applied IF THEN (a) The best rule of the best random-based agent [14] (b) The best rule of the best imitation-based agent Fig. 6: Best rules of the best agents of both approaches [10] R. Miikkulainen, B. D. Bryant, R. Cornelius, I. V. Karpov, K. O. Stanley, [14] S. Priesterjahn, O. Kramer, A. Weimer, and A. Goebels and C. H. Yong. Computational Intelligence in Games. Computational tion of Human-Competitive Agents in Modern Compute ased agent [14] Intelligence: Principles and Practice, pages 155–191, 2006. (b) The best rule of the best imitation-based agent In Proceedings of the IEEE Congress on Evolutionary Com (CEC’06), pages 777–784. IEEE Press, 2006. [11] C. Miles and S. Louis. Case-Injection Improves Response Time for a Real-Time Strategy Game. In Proceedings of the IEEE Symposium [15] C. Thurau, C. Bauckhage, and G. Sagerer. Imitation Learn g. 6: Best rules of the best agents of both approaches on Computational Intelligence and Games (CIG’05), pages 149–156. Levels of Game-AI. In Proceedings of the International Co IEEE Press, 2005. on Computer Games, Artificial Intelligence, Design and E GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 33. Evolving bots: approach q  How to find the best rules? " Real-players data used to build a rule-base " Individuals are generated by selecting a random set of rules from the rule-base " GA is applied to evolve the best set of rules " Recombination works on the sets of rules " Mutation works on the single rules " Fitness is computed as fitness = damage dealt – damage received GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 34. Evolving Racing Lines for Racing Games GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 35. Racing Liens: the problem Radius Grip MaxSpeed = sqrt(grip*G*radius) Shortest path or minimum curvature ? GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 36. Racing Lines: standard approach GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 37. Racing Lines: evolutionary approach ε1 ε1 Decoding ε2 ε2 … … ε9 ε9 Selection Recombination Mutation Simulation Evaluation and Replacement GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 38. What do we learn from the literature about evolutionary design of NPC? GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 39. Evolutionary design of NPC: Representation q  Parameterized strategy " requires strong domain knowledge " prevents emergent behaviors " easy to optimize and reliable q  Rules or trees " requires discrete actions or well defined basic behaviors " allows to integrate existing knowledge " allows some emergent behaviors q  Decision function (e.g., NN) " very few domain knowledge required " difficult to integrate existing knowledge " definitely allows emergent behaviors " might lead to unreliable results GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 40. Evolutionary design of NPC: Fitness function and technique q  Fitness function " generally based on in-game statistics " cost/significance trade-off " often noisy or non-deterministic q  Evolutionary technique depends on the representation used " Parameterized strategy à ES, GA, PSO, etc. " Rules or trees à LCS, GP, EP, etc. " Decision function à Neuroevolution GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 41. Evolutionary design of NPC: Expect the unexpected q  EvoStar 2011: Mr Racer bot (Quadflieg et al.) good but suffers from default clutch control " First approach similar to winner’s clutch control: speed based " Autopia (winner) closes clutch below 70 km/h " We adapt closing (logistic) function with a bit more freedom " Result: using the clutch until 180 km/h is profitable " We would be much worse with restriction to 70 km/h http://youtu.be/Kk1mC6mZjVc GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 42. Besides NPCs… GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 43. Besides evolutionary design of NPCs q  Several applications of CI to games " believability " adaptivity and in-game learning " analysis of player behaviors " improving game components q  In particular, notable applications of EC includes " evolving believable NPCs with MOEA (Togelius et al.) " real-time neuroevolution in games (NERO, Stanley et al.) " neuro-evolutionary preference learning (Yannakakis et al.) " automatic camera control (Burelli et al.) GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 45. Evolving Game Content q  Challenges: " How to represent the content? " Which is the best representation to be evolved with genetic algorithms? " How to evaluate the game content? q  Case studies: " Evolving Starcraft and Maps " Evolving tracks for racing games " Evolving maps for First Person Shooters GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 46. Multi-objective optimization in games q  Great potential (à detect tradeoffs), few uses: " Schrum/Miikkulainen 2008: constructing complex NPC behavior " Agapitos 2008: generating diverse opponents " Togelius et al. 2010: exploration of StarCraft map space " Bin Tan/Theo/Anthony 2010: evolution of neural Go players " Preuss/Quadflieg/Rudolph 2011: multi-objective track selection q  We may have missed some, but still… GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 47. Multi-objective tradeoff exploration q  Starcraft Maps (Togelius et al., 2010) " 8 objectives: base location, ressource fairness, choke points etc. " Unclear which objectives make sense " But single objectives can be discussed with users " We enforce formalization " Innovation: users may be wrong (e.g. fair and asymmetric maps) " Exploration via multi-objective optimization: conflicts, tradeoffs " This example: PCG, other uses similar GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 48. Multi-objective representative selection q  Small number of driver configurations that add up well for different tracks (Preuss/Quadflieg/Rudolph, 2011) " Full MO run with 6 objectives very expensive (runtime, instability) " Single-objective on 2 tracks: very different solutions " We evaluate the best solutions of both on all tracks " Correlation analysis (rank based): similarity of tracks " Simple and working, but much to do here… GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 49. Many objectives: camera positioning q  At first: weighted single-objective (Preuss/Burelli/Yannakakis, 2012) " Vision: realtime multi-objective (often 3-9), diverse solutions " Currently not possible (time), but learned a lot about problem " Very interesting benchmark for optimization methods GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 50. Evolving maps for FPS GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 51. Evolving FPS Maps: overview 51 q  Cardamone et al. evolved maps for CUBE, an open source First Person Shooter q  Four different representations were compared q  Fitness based on game statistics computed using NPCs GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 52. Evolving FPS Maps: examples 52 GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 53. Evolving Racing Tracks GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 54. Evolving Racing Tracks: the approach 54 q  Apply a genetic algorithm to evolve the shape of the tracks for a realistic racing game q  Representation based on a list of way points in polar coordinates q  Fitness based on diversity: " Entropy of speeds " Entropy of curvatures " Both VS GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 55. Evolving Tracks: examples 55 GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 56. How to put users in the loop? A couple of examples… GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 57. Galactic Arms Race (GAR) http://gar.eecs.ucf.edu/ http://eplex.cs.ucf.edu/movies/gar_promo2.wmv GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 58. TORCS/Speed Dreams Tracks Generator http://trackgen.pierlucalanzi.net http://youtu.be/YFOa7L3oBwM http://youtu.be/0_W4jHN2h2Q http://youtu.be/Si_u_43HJnM http://youtu.be/3AzjMtRDnBo GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 60. Racing Games Point-to-point RARS TORCS / Speed Dreams VDrift Simulated Car Racing GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 61. Point-to-point car racing and RARS Point-to-point RARS q  Simple Java racing q  Open source 3D racing environment (Togelius et simulator al., 2005) q  Designed to enabled pre- q  Used for competitions at CIG programmed AI drivers to 2007 and at CEC 2007 race against q  http://julian.togelius.com/ q  http://rars.sourceforge.net/ cec2007competition/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 62. TORCS / Speed Dreams and VDrift 62 TORCS / Speed Dreams VDrift q  Accurate physics engine q  Use Bullet, an open source specifically developed for physics engine featuring 3D racing (traction, damage, collision detection, soft and aerodynamics,…) rigid body dynamics q  Wide community of users q  Accurate simulation of loss providing tracks and other of traction (drift) game content q  http://vdrift.net q  http://torcs.sourceforge.net GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 63. Simulated Car Racing q  Simulated Car Racing (SCR) requires the development of a driver for TORCS (hand-coded, learned, evolved, …) q  SCR typically involves 9 races organized in three different legs during three major conferences q  Teams are awarded based on their score in each conference competition q  At the end, the team with highest overall score wins the championship q  SCR has been organized since 2009 q  http://games.ws.dei.polimi.it/competitions/scr/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 64. Simulated Car Racing: architecture TORCS TORCS PATCH SBOT SBOT SBOT BOT BOT BOT UDP UDP UDP BOT BOT BOT GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 65. Simulated Car Racing: sensors and actuators q  Rangefinders for edges on the track and opponents (with noise) q  Speed, RPM, fuel, damage, angle with track, distance race, position on track, etc. q  Six effectors: steering wheel [-1,+1], gas pedal [0, +1], brake pedal [0,+1], gearbox {-1,0,1,2,3,4,5,6}, clutch [0,+1], focus direction GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 66. First Person Shooters ioquake3 Cube Unreal Tournament 2K Bot Prize GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 67. ioquake3 and Cube 67 ioquake3 Cube q  Bug-free and enhanced q  Cube 2: Sauerbraten is a implementation of the id free multiplayer/singleplayer Software’s Quake 3 engine first person shooter q  Used in several game q  Allow map/geometry editing projects as well as in several to be done dynamically in- academic projects game q  http://ioquake3.org q  http://sauerbraten.org/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 68. Unreal Tournament q  Very popular series of multiplayer FPS by Epic Games q  Does not require expensive hardware to run q  Can be easily customized with scripting q  http://www.unrealtournament.com/ q  Unreal Wiki: http://wiki.beyondunreal.com/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 69. 2K BotPrize q  The BotPrize competition challenges programmers/ researchers/hobbyists to create a bot for UT2004 (a first-person shooter) that can fool opponents into thinking it is another human player. q  The competition organized by P. Hingston has been sponsored by 2K games since 2008, and the $5000 major prize is yet to be claimed. q  http://www.botprize.org/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 70. Strategy Games Starcraft and Starcraft Competition Stargus and Wargus GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 71. Starcraft Competition q  Held at AIIDE and CIG conferences since 2010, setup differs slightly: AIIDE maps are known beforehand, CIG maps http://youtu.be/xXsx1ma3_ko q  Bots attached to Starcraft via 3rd person hack BWAPI: http://code.google.com/p/bwapi/ q  Active scene of around 20 bot developers/teams q  Both competitions won by Skynet bot in 2011 q  Current limitations: most bots are not very adaptive to opponent strategy http://webdocs.cs.ualberta.ca/~cdavid/starcraftaicomp http://ls11-www.cs.uni-dortmund.de/rts-competition/starcraft-cig2012 GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 72. Stratagus, Stargus and Wargus q  Stratagus is a free cross- platform real-time strategy gaming engine. q  It includes support for playing over the internet/LAN, or playing a computer opponent. q  It is easily configurable and can be used to create games with a wide-range of features specific to your needs. q  Stargus and Wargus are mods that allow to play the popular Starcraft and Warcraft games with Stratugus engine q  http://stratagus.com/ q  http://wargus.sourceforge.net/ q  http://stargus.sourceforge.net/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 73. Action Games Robocode Infinite Mario Ms. Pac-Man GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 74. Robocode q  Robocode is a programming game, where the goal is to develop a robot battle tank to battle against other tanks q  The robot tanks can be developed either in Java or .NET. q  Battles can be either run in real-time and displayed on the screen or run in a batch mode without visualization. q  It has a large community and features an on-line tournament system to rank developed tanks q  Official page: http://robocode.sourceforge.net/ q  Robo wiki: http://robowiki.net/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 75. Infinite Mario q  Infinite Mario Bros is a Java-based browser game developed by Markus Persson for Super Mario themed contest q  It provides unending 2D platforming action: all areas and level selection maps are generated from a random seed. q  The game and the entire source code is available for download at http://www.mojang.com/notch/mario/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 76. Mario AI competition q  Mario AI competition has been organized by Togelius et al since 2009 as part of the major conferences of the field q  It consists of four tracks with different goals: " Gameplay " Learning " Level Generation " Turing Test q  Competitors are provided with very effective Java APIs based on Mario Infinite GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 77. Ms. Pac-Man q  A sequel of Pac-Man with a very similar gameplay q  It features four different mazes q  Involves non-deterministic opponents q  http://www.webpacman.com/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 78. Ms. Pac-Man competitions q  Ms. Pac-man vs Ghosts Competition (Rohlfshagen, Robles and Lucas) " allows you to develop AI controllers for either Ms Pac-Man or for the ghosts " based on a powerful Java framework developed by the organizers " http://www.pacman-vs-ghosts.net/ q  Ms Pac-Man Screen Capture Competition (Lucas) " The aim of this competition is to provide the best software controller for the game of Ms Pac-Man. " It is based on the original version of the game " About 15 times per second the controller receives a pixel map of the Ms. Pac-Man window and it has to respond with the direction of the joystick. " http://cswww.essex.ac.uk/staff/sml/pacman/ PacManContest.html GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 79. Develop your own game framework XNA Unity GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 80. XNA q  Framework developed by Microsoft to simplify the development of games q  The development with XNA is performed in C# under .NET framework q  Target platforms: " Windows " Windows Phone " Xbox 360 q  Free q  http://create.msdn.com GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 81. Unity 3D q  A complete game engine for 3d games that features: " Physics engine " Camera control " Animation system " … q  Allows development on Windows and Mac both in C# and in Javascript q  Target platforms: " Windows and Mac " Mobile (Android, iOS) " Web " Consoles q  Offers free licenses with limitations and paid licenses q  http://www.unity3d.com GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 83. HOT topics / Current Trends q  Believability of NSC and their environment " More humanlike behavior " Better cooperation of units (team AI) " Reactivity to unforeseen events q  Personalization of games " Preference modeling (what do they like?) " Player type analysis, classification " Dynamic adaptation of game mechanisms (e.g. difficulty) q  Procedural Content Generation " Offline to support game creation " Online to enlarge worlds GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 84. Where are we going? q  The testbed argument seems to loose importance: " test problem collections (benchmarks) and competitions are getting popular in many fields (e.g. BBOB) " not really simple to transfer back obtained knowledge (games research partly engineering) " the need to defend games research is shrinking q  The doing things better argument is (still) important: " Can involve theory, but usually based on experimentation " Question: what does better mean? " Measurement sometimes fully automated, sometimes requires user interaction (no fun formula) " Required: being open to other methods (to achieve meaningful comparisons) " Ideal situation: competition as joint effort experiment (fair) GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 85. To boldly go… q  We may encounter unsolved or even unrealized problems: " Interesting features of CI techniques: surprising solutions, highly adaptable to problem, multiple objectives " Show that our approach indeed does fulfill some minimal requirements by experiment GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 86. Algorithm development and theory q  Of course we can improve our methods while applying them q  But this is usually not unique for games problems q  Improvement/improved understanding may result in better theory q  Discrete state games: algorithm engineering cycle applicable q  More complex games (e.g. RTS): theory connection very difficult q  Solving games problems is to a large extent engineering q  We have to rely on good experimentation in most cases GECCO, July 7-11, 2012, Philadelphia, USA POLIMI
  • 87. Takehome message 87 q  CI tools, especially Evolutionary Algorithms are well suited for many applications in Games q  Multi-objective EA very useful, but rarely used q  Some very dynamic areas identified: PCG, Personalization q  Lots of possibilities to enter the arena: competitions, free engines, etc. q  Game based benchmarks good to motivate people (students) and to showcase your research q  Newly established web base for CI/AI game research projects and demos: http://www.aigameresearch.org/ GECCO, July 7-11, 2012, Philadelphia, USA POLIMI