Cooperative Learning by Replay Files in Real-Time Strategy Game

Size: px
Start display at page:

Download "Cooperative Learning by Replay Files in Real-Time Strategy Game"

Transcription

1 Cooperative Learning by Replay Files in Real-Time Strategy Game Jaekwang Kim, Kwang Ho Yoon, Taebok Yoon, and Jee-Hyong Lee 300 Cheoncheon-dong, Jangan-gu, Suwon, Gyeonggi-do , Department of Electrical and Computer Engineering, Sungkyunkwan University, Republic of Korea Abstract. In real-time strategy game, the game artificial intelligence is not smart enough. That makes people feel boring. In this paper, we suggest a novel method about a cooperative learning of build-order improving the artificial intelligence in real-time strategy game in order to make games funny. We use the huge game replay file for it. Keywords: Game A.I., Real-time strategy game, Build-order, Cooperative Learning, Replay file. 1 Introduction The game industry grows rapidly. Because of the influence of beginning the game conferences, people play game for money as well as for fun. Blizzard, who develops games, has patched last10 years for the balance among the tribes in the Starcraft, realtime strategy game, but the artificial intelligence is not enough smart [1]. In the real-time strategy game, there are tremendous cases, so that the traditional artificial intelligence technology cannot deal with it as human does. In the real-time strategy game, it is very hard the artificial intelligence beats human who is good at it [2]. This causes people feel a repugnance to the game. Most of the real-time strategy game, such as Starcraft, offers the replay files. Players can analyze the game for knowing a cause of defeat, see as interests, or hold in common the replay files. There is already a program that allows computer can play along the replay which is played by human. However the simple imitation of the game replay is not concerned about artificial intelligence. Every game replay uses their own build-order for the other party. In this paper, we suggest an automatic learning of build-order to improve the artificial intelligence in real-time strategy game. We analyze a lot of game replay, so that the computer artificial intelligence can compose build-order dynamically to win the game. We can provide some rules for corresponding the human s build-order. The rest of the paper is organized as follows. Section 2 presents the related work. Section 3 explains how to do an automatic learning of build-order and shows some brief rules for the idea. Finally we conclude with section 4. Y. Luo (Ed.): CDVE 2010, LNCS 6240, pp , Springer-Verlag Berlin Heidelberg 2010

2 48 J. Kim et al. 2 Related Work There are some researches in improving the build-order in real-time strategy games. Kovarsky proposed the build-order optimization problem for real-time strategy games. This work aimed to minimize the time of making specific units or buildings. However, human s actions are needed for defining build-orders [3]. Lee proposed the A.I. improvement method in the Starcraft. He improved the A.I. for the efficiency of the build-order and the production of units. However human should code statically [4]. Buro presented about real-time strategy which is a new A.I. research challenge [5]. Weber suggested a case-based reasoning for build-order in real-time strategy games [6]. In the existing studies, unfortunately, human should make up the buildorders manually. Because of this, when it comes a new strategy, human work is also needed. In this paper, we suggest an automatic learning of build-order to improve the artificial intelligence in real-time strategy game. 3 Automatic Learning of Build-Order In strategy computer games, a build-order is a linear pattern of production, research, and resource management aimed at achieving a specific and specialized goal. For example, attacking the enemies fast or gathering the resources a lot. Especially in the real-time strategy game, player starts the game with incompleteness information. In general, play can recognize the map as much as he occupied with his units or buildings. This means that it is hard to estimate other player s build-order. Because of this characteristic, it is very important to use build-order method in real-time strategy game. There are some relationships among build-orders. One player produces works to gather resource a lot. The other player produces attack units to attack fast as possible. In this case, the player who produces attack units will win the game. If the game A.I. can aware the build-orders and the relations among build-orders, the game A.I. can play more effectively against human player. 3.1 Game Replay Files As increases sharing of player replay files in online communities, the programs which analyze the player s actions using replay files were created. BWChart which is for Starcraft and W3Chart which is for Warcraft 3 are representative replay file analyzer [3]. There is some information of game such as players ID, date, time, game result, unit productions, building construction, unit/building selection, upgrade-information and so on. Fig. 1 shows the examples of player s action information in replay files using BWChart. 3.2 Extracting and Clustering the Player Behavior We make a line the player s action by time ordering because replay file has records of player s action at each time. In the player s action information, there are build-orders and player s corresponding for each situation. Each build-order takes different

3 Cooperative Learning by Replay Files in Real-Time Strategy Game 49 Fig. 1. The examples of player s action information in replay files using BWChart (a) (b) Fig. 2. (a) Extracting the player behavior (b) Clustering the player behavior time. If it is to attack enemy fast, the build-order should make units in 3 minutes. On the other hand, if it is to gather resource a lot, the build-order could make units after 5 minutes. In the former case, player attacks enemy s base first and then he corresponds the next situation by the enemy s build-order or unit production. In the latter case, player gathers resources up to 5 minute and then he deals with the next situations. To get the knowledge of relationship between build-order A and build-order B, we should figure out how many times the build-order A won against build-order B and how many times the build-order A lost against build-order B. In order to group the build-orders by player s action information, there exists two ways. One is that experts group the build-order by themselves. The other is that machine does it by some intelligent methods such as rule-based method or comparing similarities between action information of players. In case of exports group the build-order by themselves, it could make the most exact results but it could take very huge time. Fig. 2(a) shows that the rules are defined by each build-order using LordMartin Replay Browser. As Fig. 2(a) shows, it is the build-order of terran race named Fast siege tank drop. This build-order is defined as the player upgrades the technique named siege tank and build control tower in five minutes. Clustering based on replay build-order has a merit on speed. However there is a weak point that human should decide the build-order. The rule is defined by the start time of building construction or the upgrade time of building but it is influenced

4 50 J. Kim et al. by the enemy s status due to the nature of the real-time strategy game. So, it is very hard and it might be no use of improving game A.I. In this paper, we use the similarity measure which has a purpose to categorize the build-order. To achieve this goal, we extract the information about unit production, building construction, upgrade order from replay files. Through this information, we measure the action similarity of players. Fig. 2(b) shows the clustering result of the player s action information which is shown by Fig. 2(a). 3.3 Generating the Relation Table and the If-Then Rule To understanding the relation among build-orders, we generate build-order relation tables. To make a build-order table, we use the player s outcome of the game and the player s build-order. Table 1 shows the example of the build-order relation table. Table 1. The example of the build-order relation table Build-order1 Build-order2 Build-order3 Build-order4 Build-order1 5-win / 3-loss 6-win / 2-loss 0-win / 5-loss Build-order2 3-win / 5-loss 2-win / 3-loss 6-win / 2-loss Build-order3 2-win / 6-loss 3-win / 2-loss 3-win / 5-loss Build-order4 5-win / 0-loss 2-win / 6-loss 3-win / 4-loss To increase the ability of the computer A.I., we generate the rule. When we select the suitable build-order to win the game, we should know about enemy s build-order choices at that time. Fig. 3 shows the result of preprocessing of build-orders which are shown at Fig. 2(b). We unite the build-orders as a tree and then apply time. If player s state is E, he can choose build-order 3 or 4. At that time enemy s buildorder must be one of the three cases those are state C, D, or E. If enemy s state is D, he can choose the build-order 2. The build-order 3 has 60% winning ratio if it corresponds the build-order 2. The build-order 4 has 25% winning ratio if it corresponds the build-order 3. Therefore, if player want to win the game, he should choose the Fig. 3. The result of preprocessing of the build-orders which are shown as Fig. 2(b)

5 Cooperative Learning by Replay Files in Real-Time Strategy Game 51 build-order 3. Though this mechanism, we can show the example of the If-Then rule like this. If status = b and opponent_status = c then select e If status = e and opponent_status = c then select g If status = e and opponent_status = d then select f If status = e and opponent_status = e then select f We can apply these If-Then rules to the computer A.I. in order to improve its ability. 4 Conclusion In real-time strategy game, the ability of player increases more and more, however the ability of game artificial intelligence does not. This is because of the difficulty of the learning for artificial intelligence. Because the level of players overwhelms that of game artificial intelligence, the interests of the game decreases. In this paper, we suggest a novel method about a cooperative learning of build-order to improve the A.I. in real-time strategy game. We use the huge game replay file for it. Acknowledgment This research was supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education, Science and Technology (No ). References 1. Ontanon, S., Misha, K., Sugandh, N., Ram, A.: Case-based Planning and Execution for Real-time Strategy Games. In: Weber, R.O., Richter, M.M. (eds.) ICCBR LNCS (LNAI), vol. 4626, pp Springer, Heidelberg (2007) 2. Kovarsky, A., Buro, M.: A First Look at Build-order Optimization in Real-time Strategy Games. In: The Proc. of the Game on Conference, pp (2006) 3. Lee, S.H., Huh, J.Y., Joh, Y.K., Hong, J.M.: Programming Method for Improving Performance of Artificial Intelligence on StraCraft. In: The Proc. of the Korea Game Society Winter Conference, pp (2006) 4. Buro, M.: Real-time Strategy Gaines: A New AI Research Challenge. In: The Proc. of the 18th International Joint Conference on Artificial Intelligence, pp (2003) 5. Weber, B.G., Mateas, M.: Case-based Reasoning for Build-order in Real-time Strategy Games. In: The Proc. of the 24rd AAAI Conference on Artificial Intelligence, pp (2009)

Replay-based Strategy Prediction and Build Order Adaptation for StarCraft AI Bots

Replay-based Strategy Prediction and Build Order Adaptation for StarCraft AI Bots Replay-based Strategy Prediction and Build Order Adaptation for StarCraft AI Bots Ho-Chul Cho Dept. of Computer Science and Engineering, Sejong University, Seoul, South Korea chc2212@naver.com Kyung-Joong

More information

Capturing and Adapting Traces for Character Control in Computer Role Playing Games

Capturing and Adapting Traces for Character Control in Computer Role Playing Games Capturing and Adapting Traces for Character Control in Computer Role Playing Games Jonathan Rubin and Ashwin Ram Palo Alto Research Center 3333 Coyote Hill Road, Palo Alto, CA 94304 USA Jonathan.Rubin@parc.com,

More information

Using Automated Replay Annotation for Case-Based Planning in Games

Using Automated Replay Annotation for Case-Based Planning in Games Using Automated Replay Annotation for Case-Based Planning in Games Ben G. Weber 1 and Santiago Ontañón 2 1 Expressive Intelligence Studio University of California, Santa Cruz bweber@soe.ucsc.edu 2 IIIA,

More information

Inference of Opponent s Uncertain States in Ghosts Game using Machine Learning

Inference of Opponent s Uncertain States in Ghosts Game using Machine Learning Inference of Opponent s Uncertain States in Ghosts Game using Machine Learning Sehar Shahzad Farooq, HyunSoo Park, and Kyung-Joong Kim* sehar146@gmail.com, hspark8312@gmail.com,kimkj@sejong.ac.kr* Department

More information

Integrating Learning in a Multi-Scale Agent

Integrating Learning in a Multi-Scale Agent Integrating Learning in a Multi-Scale Agent Ben Weber Dissertation Defense May 18, 2012 Introduction AI has a long history of using games to advance the state of the field [Shannon 1950] Real-Time Strategy

More information

Case-based Action Planning in a First Person Scenario Game

Case-based Action Planning in a First Person Scenario Game Case-based Action Planning in a First Person Scenario Game Pascal Reuss 1,2 and Jannis Hillmann 1 and Sebastian Viefhaus 1 and Klaus-Dieter Althoff 1,2 reusspa@uni-hildesheim.de basti.viefhaus@gmail.com

More information

An Improved Dataset and Extraction Process for Starcraft AI

An Improved Dataset and Extraction Process for Starcraft AI Proceedings of the Twenty-Seventh International Florida Artificial Intelligence Research Society Conference An Improved Dataset and Extraction Process for Starcraft AI Glen Robertson and Ian Watson Department

More information

Sequential Pattern Mining in StarCraft:Brood War for Short and Long-term Goals

Sequential Pattern Mining in StarCraft:Brood War for Short and Long-term Goals Sequential Pattern Mining in StarCraft:Brood War for Short and Long-term Goals Anonymous Submitted for blind review Workshop on Artificial Intelligence in Adversarial Real-Time Games AIIDE 2014 Abstract

More information

Case-Based Goal Formulation

Case-Based Goal Formulation Case-Based Goal Formulation Ben G. Weber and Michael Mateas and Arnav Jhala Expressive Intelligence Studio University of California, Santa Cruz {bweber, michaelm, jhala}@soe.ucsc.edu Abstract Robust AI

More information

Case-Based Goal Formulation

Case-Based Goal Formulation Case-Based Goal Formulation Ben G. Weber and Michael Mateas and Arnav Jhala Expressive Intelligence Studio University of California, Santa Cruz {bweber, michaelm, jhala}@soe.ucsc.edu Abstract Robust AI

More information

Chapter 14 Optimization of AI Tactic in Action-RPG Game

Chapter 14 Optimization of AI Tactic in Action-RPG Game Chapter 14 Optimization of AI Tactic in Action-RPG Game Kristo Radion Purba Abstract In an Action RPG game, usually there is one or more player character. Also, there are many enemies and bosses. Player

More information

MFF UK Prague

MFF UK Prague MFF UK Prague 25.10.2018 Source: https://wall.alphacoders.com/big.php?i=324425 Adapted from: https://wall.alphacoders.com/big.php?i=324425 1996, Deep Blue, IBM AlphaGo, Google, 2015 Source: istan HONDA/AFP/GETTY

More information

ConvNets and Forward Modeling for StarCraft AI

ConvNets and Forward Modeling for StarCraft AI ConvNets and Forward Modeling for StarCraft AI Alex Auvolat September 15, 2016 ConvNets and Forward Modeling for StarCraft AI 1 / 20 Overview ConvNets and Forward Modeling for StarCraft AI 2 / 20 Section

More information

Tobias Mahlmann and Mike Preuss

Tobias Mahlmann and Mike Preuss Tobias Mahlmann and Mike Preuss CIG 2011 StarCraft competition: final round September 2, 2011 03-09-2011 1 General setup o loosely related to the AIIDE StarCraft Competition by Michael Buro and David Churchill

More information

Genre-Specific Game Design Issues

Genre-Specific Game Design Issues Genre-Specific Game Design Issues Strategy Games Balance is key to strategy games. Unless exact symmetry is being used, this will require thousands of hours of play testing. There will likely be a continuous

More information

Reactive Planning for Micromanagement in RTS Games

Reactive Planning for Micromanagement in RTS Games Reactive Planning for Micromanagement in RTS Games Ben Weber University of California, Santa Cruz Department of Computer Science Santa Cruz, CA 95064 bweber@soe.ucsc.edu Abstract This paper presents an

More information

The Fault Tolerant Output Selector Based on Fault-detection. Considering Realistic Fault Modes for Pedal Simulator of Brake-by-Wire.

The Fault Tolerant Output Selector Based on Fault-detection. Considering Realistic Fault Modes for Pedal Simulator of Brake-by-Wire. Applied Mechanics and Materials Online: -- ISSN: -78, Vols. 8-87, pp 9-9 doi:.8/www.scientific.net/amm.8-87.9 Trans Tech Publications, Switzerland The Fault Tolerant Output Selector Based on Fault-detection

More information

Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data

Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data Proceedings, The Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-16) Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned

More information

3D-Position Estimation for Hand Gesture Interface Using a Single Camera

3D-Position Estimation for Hand Gesture Interface Using a Single Camera 3D-Position Estimation for Hand Gesture Interface Using a Single Camera Seung-Hwan Choi, Ji-Hyeong Han, and Jong-Hwan Kim Department of Electrical Engineering, KAIST, Gusung-Dong, Yusung-Gu, Daejeon, Republic

More information

The Development of Sustainable Growth Strategy Model Based on the User Tendency in the Online Game Services

The Development of Sustainable Growth Strategy Model Based on the User Tendency in the Online Game Services The Development of Sustainable Growth Strategy Model Based on the User Tendency in the Online Game Services Hyeog-In Kwon, Hi-Yeob Joo, Dae-Jin Kim, and Jong-Seok Park Chung-Ang University, Art Center

More information

Automatic Learning of Combat Models for RTS Games

Automatic Learning of Combat Models for RTS Games Automatic Learning of Combat Models for RTS Games Alberto Uriarte and Santiago Ontañón Computer Science Department Drexel University {albertouri,santi}@cs.drexel.edu Abstract Game tree search algorithms,

More information

Multi-Agent Potential Field Based Architectures for

Multi-Agent Potential Field Based Architectures for Multi-Agent Potential Field Based Architectures for Real-Time Strategy Game Bots Johan Hagelbäck Blekinge Institute of Technology Doctoral Dissertation Series No. 2012:02 School of Computing Multi-Agent

More information

Charles University in Prague. Faculty of Mathematics and Physics BACHELOR THESIS. Pavel Šmejkal

Charles University in Prague. Faculty of Mathematics and Physics BACHELOR THESIS. Pavel Šmejkal Charles University in Prague Faculty of Mathematics and Physics BACHELOR THESIS Pavel Šmejkal Integrating Probabilistic Model for Detecting Opponent Strategies Into a Starcraft Bot Department of Software

More information

Server-side Early Detection Method for Detecting Abnormal Players of StarCraft

Server-side Early Detection Method for Detecting Abnormal Players of StarCraft KSII The 3 rd International Conference on Internet (ICONI) 2011, December 2011 489 Copyright c 2011 KSII Server-side Early Detection Method for Detecting bnormal Players of StarCraft Kyung-Joong Kim 1

More information

Anti-shaking Algorithm for the Mobile Phone Camera in Dim Light Conditions

Anti-shaking Algorithm for the Mobile Phone Camera in Dim Light Conditions Anti-shaking Algorithm for the Mobile Phone Camera in Dim Light Conditions Jong-Ho Lee, In-Yong Shin, Hyun-Goo Lee 2, Tae-Yoon Kim 2, and Yo-Sung Ho Gwangju Institute of Science and Technology (GIST) 26

More information

Approximation Models of Combat in StarCraft 2

Approximation Models of Combat in StarCraft 2 Approximation Models of Combat in StarCraft 2 Ian Helmke, Daniel Kreymer, and Karl Wiegand Northeastern University Boston, MA 02115 {ihelmke, dkreymer, wiegandkarl} @gmail.com December 3, 2012 Abstract

More information

Reactive Strategy Choice in StarCraft by Means of Fuzzy Control

Reactive Strategy Choice in StarCraft by Means of Fuzzy Control Mike Preuss Comp. Intelligence Group TU Dortmund mike.preuss@tu-dortmund.de Reactive Strategy Choice in StarCraft by Means of Fuzzy Control Daniel Kozakowski Piranha Bytes, Essen daniel.kozakowski@ tu-dortmund.de

More information

arxiv: v1 [cs.ai] 9 Aug 2012

arxiv: v1 [cs.ai] 9 Aug 2012 Experiments with Game Tree Search in Real-Time Strategy Games Santiago Ontañón Computer Science Department Drexel University Philadelphia, PA, USA 19104 santi@cs.drexel.edu arxiv:1208.1940v1 [cs.ai] 9

More information

Applying Goal-Driven Autonomy to StarCraft

Applying Goal-Driven Autonomy to StarCraft Applying Goal-Driven Autonomy to StarCraft Ben G. Weber, Michael Mateas, and Arnav Jhala Expressive Intelligence Studio UC Santa Cruz bweber,michaelm,jhala@soe.ucsc.edu Abstract One of the main challenges

More information

A CBR-Inspired Approach to Rapid and Reliable Adaption of Video Game AI

A CBR-Inspired Approach to Rapid and Reliable Adaption of Video Game AI A CBR-Inspired Approach to Rapid and Reliable Adaption of Video Game AI Sander Bakkes, Pieter Spronck, and Jaap van den Herik Amsterdam University of Applied Sciences (HvA), CREATE-IT Applied Research

More information

Combining Expert Knowledge and Learning from Demonstration in Real-Time Strategy Games

Combining Expert Knowledge and Learning from Demonstration in Real-Time Strategy Games Combining Expert Knowledge and Learning from Demonstration in Real-Time Strategy Games Ricardo Palma, Antonio A. Sánchez-Ruiz, Marco A. Gómez-Martín, Pedro P. Gómez-Martín and Pedro A. González-Calero

More information

Build Order Optimization in StarCraft

Build Order Optimization in StarCraft Build Order Optimization in StarCraft David Churchill and Michael Buro Daniel Federau Universität Basel 19. November 2015 Motivation planning can be used in real-time strategy games (RTS), e.g. pathfinding

More information

Knowledge Discovery for Characterizing Team Success or Failure in (A)RTS Games

Knowledge Discovery for Characterizing Team Success or Failure in (A)RTS Games Knowledge Discovery for Characterizing Team Success or Failure in (A)RTS Games Pu Yang and David L. Roberts Department of Computer Science North Carolina State University, Raleigh, North Carolina 27695

More information

Towards Adaptive Online RTS AI with NEAT

Towards Adaptive Online RTS AI with NEAT Towards Adaptive Online RTS AI with NEAT Jason M. Traish and James R. Tulip, Member, IEEE Abstract Real Time Strategy (RTS) games are interesting from an Artificial Intelligence (AI) point of view because

More information

Sequential Pattern Mining in StarCraft: Brood War for Short and Long-Term Goals

Sequential Pattern Mining in StarCraft: Brood War for Short and Long-Term Goals Artificial Intelligence in Adversarial Real-Time Games: Papers from the AIIDE Workshop Sequential Pattern Mining in StarCraft: Brood War for Short and Long-Term Goals Michael Leece and Arnav Jhala Computational

More information

Potential-Field Based navigation in StarCraft

Potential-Field Based navigation in StarCraft Potential-Field Based navigation in StarCraft Johan Hagelbäck, Member, IEEE Abstract Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war setting. RTS games

More information

Design and Evaluation of an Extended Learning Classifier-based StarCraft Micro AI

Design and Evaluation of an Extended Learning Classifier-based StarCraft Micro AI Design and Evaluation of an Extended Learning Classifier-based StarCraft Micro AI Stefan Rudolph, Sebastian von Mammen, Johannes Jungbluth, and Jörg Hähner Organic Computing Group Faculty of Applied Computer

More information

A NEW SIMULATION FRAMEWORK OF OPERATIONAL EFFECTIVENESS ANALYSIS FOR UNMANNED GROUND VEHICLE

A NEW SIMULATION FRAMEWORK OF OPERATIONAL EFFECTIVENESS ANALYSIS FOR UNMANNED GROUND VEHICLE A NEW SIMULATION FRAMEWORK OF OPERATIONAL EFFECTIVENESS ANALYSIS FOR UNMANNED GROUND VEHICLE 1 LEE JAEYEONG, 2 SHIN SUNWOO, 3 KIM CHONGMAN 1 Senior Research Fellow, Myongji University, 116, Myongji-ro,

More information

The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games

The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment The Combinatorial Multi-Armed Bandit Problem and Its Application to Real-Time Strategy Games Santiago

More information

Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI

Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI 1 Combining Scripted Behavior with Game Tree Search for Stronger, More Robust Game AI Nicolas A. Barriga, Marius Stanescu, and Michael Buro [1 leave this spacer to make page count accurate] [2 leave this

More information

Convolutional Neural Network-based Steganalysis on Spatial Domain

Convolutional Neural Network-based Steganalysis on Spatial Domain Convolutional Neural Network-based Steganalysis on Spatial Domain Dong-Hyun Kim, and Hae-Yeoun Lee Abstract Steganalysis has been studied to detect the existence of hidden messages by steganography. However,

More information

Learning Unit Values in Wargus Using Temporal Differences

Learning Unit Values in Wargus Using Temporal Differences Learning Unit Values in Wargus Using Temporal Differences P.J.M. Kerbusch 16th June 2005 Abstract In order to use a learning method in a computer game to improve the perfomance of computer controlled entities,

More information

Learning Artificial Intelligence in Large-Scale Video Games

Learning Artificial Intelligence in Large-Scale Video Games Learning Artificial Intelligence in Large-Scale Video Games A First Case Study with Hearthstone: Heroes of WarCraft Master Thesis Submitted for the Degree of MSc in Computer Science & Engineering Author

More information

Optimal Rhode Island Hold em Poker

Optimal Rhode Island Hold em Poker Optimal Rhode Island Hold em Poker Andrew Gilpin and Tuomas Sandholm Computer Science Department Carnegie Mellon University Pittsburgh, PA 15213 {gilpin,sandholm}@cs.cmu.edu Abstract Rhode Island Hold

More information

Testing real-time artificial intelligence: an experience with Starcraft c

Testing real-time artificial intelligence: an experience with Starcraft c Testing real-time artificial intelligence: an experience with Starcraft c game Cristian Conde, Mariano Moreno, and Diego C. Martínez Laboratorio de Investigación y Desarrollo en Inteligencia Artificial

More information

Zero-Based Code Modulation Technique for Digital Video Fingerprinting

Zero-Based Code Modulation Technique for Digital Video Fingerprinting Zero-Based Code Modulation Technique for Digital Video Fingerprinting In Koo Kang 1, Hae-Yeoun Lee 1, Won-Young Yoo 2, and Heung-Kyu Lee 1 1 Department of EECS, Korea Advanced Institute of Science and

More information

State Evaluation and Opponent Modelling in Real-Time Strategy Games. Graham Erickson

State Evaluation and Opponent Modelling in Real-Time Strategy Games. Graham Erickson State Evaluation and Opponent Modelling in Real-Time Strategy Games by Graham Erickson A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science Department of Computing

More information

InSciTe Adaptive: Intelligent Technology Analysis Service Considering User Intention

InSciTe Adaptive: Intelligent Technology Analysis Service Considering User Intention InSciTe Adaptive: Intelligent Technology Analysis Service Considering User Intention Jinhyung Kim, Myunggwon Hwang, Do-Heon Jeong, Sa-Kwang Song, Hanmin Jung, Won-kyung Sung Korea Institute of Science

More information

Bayesian Networks for Micromanagement Decision Imitation in the RTS Game Starcraft

Bayesian Networks for Micromanagement Decision Imitation in the RTS Game Starcraft Bayesian Networks for Micromanagement Decision Imitation in the RTS Game Starcraft Ricardo Parra and Leonardo Garrido Tecnológico de Monterrey, Campus Monterrey Ave. Eugenio Garza Sada 2501. Monterrey,

More information

Basic Tips & Tricks To Becoming A Pro

Basic Tips & Tricks To Becoming A Pro STARCRAFT 2 Basic Tips & Tricks To Becoming A Pro 1 P age Table of Contents Introduction 3 Choosing Your Race (for Newbies) 3 The Economy 4 Tips & Tricks 6 General Tips 7 Battle Tips 8 How to Improve Your

More information

Global State Evaluation in StarCraft

Global State Evaluation in StarCraft Proceedings of the Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2014) Global State Evaluation in StarCraft Graham Erickson and Michael Buro Department

More information

IMPROVING TOWER DEFENSE GAME AI (DIFFERENTIAL EVOLUTION VS EVOLUTIONARY PROGRAMMING) CHEAH KEEI YUAN

IMPROVING TOWER DEFENSE GAME AI (DIFFERENTIAL EVOLUTION VS EVOLUTIONARY PROGRAMMING) CHEAH KEEI YUAN IMPROVING TOWER DEFENSE GAME AI (DIFFERENTIAL EVOLUTION VS EVOLUTIONARY PROGRAMMING) CHEAH KEEI YUAN FACULTY OF COMPUTING AND INFORMATICS UNIVERSITY MALAYSIA SABAH 2014 ABSTRACT The use of Artificial Intelligence

More information

A Bayesian Model for Plan Recognition in RTS Games applied to StarCraft

A Bayesian Model for Plan Recognition in RTS Games applied to StarCraft Author manuscript, published in "Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2011), Palo Alto : United States (2011)" A Bayesian Model for Plan Recognition in RTS Games

More information

A Particle Model for State Estimation in Real-Time Strategy Games

A Particle Model for State Estimation in Real-Time Strategy Games Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment A Particle Model for State Estimation in Real-Time Strategy Games Ben G. Weber Expressive Intelligence

More information

The Virtual Reality Brain-Computer Interface System for Ubiquitous Home Control

The Virtual Reality Brain-Computer Interface System for Ubiquitous Home Control The Virtual Reality Brain-Computer Interface System for Ubiquitous Home Control Hyun-sang Cho, Jayoung Goo, Dongjun Suh, Kyoung Shin Park, and Minsoo Hahn Digital Media Laboratory, Information and Communications

More information

How AI Won at Go and So What? Garry Kasparov vs. Deep Blue (1997)

How AI Won at Go and So What? Garry Kasparov vs. Deep Blue (1997) How AI Won at Go and So What? Garry Kasparov vs. Deep Blue (1997) Alan Fern School of Electrical Engineering and Computer Science Oregon State University Deep Mind s vs. Lee Sedol (2016) Watson vs. Ken

More information

A Benchmark for StarCraft Intelligent Agents

A Benchmark for StarCraft Intelligent Agents Artificial Intelligence in Adversarial Real-Time Games: Papers from the AIIDE 2015 Workshop A Benchmark for StarCraft Intelligent Agents Alberto Uriarte and Santiago Ontañón Computer Science Department

More information

Ubiquitous Home Simulation Using Augmented Reality

Ubiquitous Home Simulation Using Augmented Reality Proceedings of the 2007 WSEAS International Conference on Computer Engineering and Applications, Gold Coast, Australia, January 17-19, 2007 112 Ubiquitous Home Simulation Using Augmented Reality JAE YEOL

More information

The User Activity Reasoning Model Based on Context-Awareness in a Virtual Living Space

The User Activity Reasoning Model Based on Context-Awareness in a Virtual Living Space , pp.62-67 http://dx.doi.org/10.14257/astl.2015.86.13 The User Activity Reasoning Model Based on Context-Awareness in a Virtual Living Space Bokyoung Park, HyeonGyu Min, Green Bang and Ilju Ko Department

More information

STARCRAFT 2 is a highly dynamic and non-linear game.

STARCRAFT 2 is a highly dynamic and non-linear game. JOURNAL OF COMPUTER SCIENCE AND AWESOMENESS 1 Early Prediction of Outcome of a Starcraft 2 Game Replay David Leblanc, Sushil Louis, Outline Paper Some interesting things to say here. Abstract The goal

More information

Building Placement Optimization in Real-Time Strategy Games

Building Placement Optimization in Real-Time Strategy Games Building Placement Optimization in Real-Time Strategy Games Nicolas A. Barriga, Marius Stanescu, and Michael Buro Department of Computing Science University of Alberta Edmonton, Alberta, Canada, T6G 2E8

More information

Motion Recognition in Wearable Sensor System Using an Ensemble Artificial Neuro-Molecular System

Motion Recognition in Wearable Sensor System Using an Ensemble Artificial Neuro-Molecular System Motion Recognition in Wearable Sensor System Using an Ensemble Artificial Neuro-Molecular System Si-Jung Ryu and Jong-Hwan Kim Department of Electrical Engineering, KAIST, 355 Gwahangno, Yuseong-gu, Daejeon,

More information

Game-Tree Search over High-Level Game States in RTS Games

Game-Tree Search over High-Level Game States in RTS Games Proceedings of the Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2014) Game-Tree Search over High-Level Game States in RTS Games Alberto Uriarte and

More information

Opponent Modelling In World Of Warcraft

Opponent Modelling In World Of Warcraft Opponent Modelling In World Of Warcraft A.J.J. Valkenberg 19th June 2007 Abstract In tactical commercial games, knowledge of an opponent s location is advantageous when designing a tactic. This paper proposes

More information

Development of Research Topic Map for Analyzing Institute Performed R&D Projects-based on NTIS Data

Development of Research Topic Map for Analyzing Institute Performed R&D Projects-based on NTIS Data Indian Journal of Science and Technology, Vol 9(46), DOI: 10.17485/ijst/2016/v9i46/107197, December 2016 ISSN (Print) : 0974-6846 ISSN (Online) : 0974-5645 Development of Research Topic Map for Analyzing

More information

User Type Identification in Virtual Worlds

User Type Identification in Virtual Worlds User Type Identification in Virtual Worlds Ruck Thawonmas, Ji-Young Ho, and Yoshitaka Matsumoto Introduction In this chapter, we discuss an approach for identification of user types in virtual worlds.

More information

A Study to Improve the Public Data Management of the City of Busan

A Study to Improve the Public Data Management of the City of Busan Indian Journal of Science and Technology, Vol 8(15), DOI: 10.17485/ijst/2015/v8i15/73047, July 2015 ISSN (Print) : 0974-6846 ISSN (Online) : 0974-5645 A Study to Improve the Public Data Management of the

More information

Artificial Intelligence Paper Presentation

Artificial Intelligence Paper Presentation Artificial Intelligence Paper Presentation Human-Level AI s Killer Application Interactive Computer Games By John E.Lairdand Michael van Lent ( 2001 ) Fion Ching Fung Li ( 2010-81329) Content Introduction

More information

Advances In Knowledge Discovery And Data Mining: 12th Pacific-Asia Conference, PAKDD 2008 Osaka, Japan, May 20-23, 2008 Proceedings (Lecture Notes

Advances In Knowledge Discovery And Data Mining: 12th Pacific-Asia Conference, PAKDD 2008 Osaka, Japan, May 20-23, 2008 Proceedings (Lecture Notes Advances In Knowledge Discovery And Data Mining: 12th Pacific-Asia Conference, PAKDD 2008 Osaka, Japan, May 20-23, 2008 Proceedings (Lecture Notes In... / Lecture Notes In Artificial Intelligence) If you

More information

ROBOT SOCCER STRATEGY ADAPTATION

ROBOT SOCCER STRATEGY ADAPTATION ROBOT SOCCER STRATEGY ADAPTATION Václav Svatoň (a), Jan Martinovič (b), Kateřina Slaninová (c), Václav Snášel (d) (a),(b),(c),(d) IT4Innovations, VŠB - Technical University of Ostrava, 17. listopadu 15/2172,

More information

Available online at ScienceDirect. Procedia Computer Science 56 (2015 )

Available online at  ScienceDirect. Procedia Computer Science 56 (2015 ) Available online at www.sciencedirect.com ScienceDirect Procedia Computer Science 56 (2015 ) 538 543 International Workshop on Communication for Humans, Agents, Robots, Machines and Sensors (HARMS 2015)

More information

CS 680: GAME AI INTRODUCTION TO GAME AI. 1/9/2012 Santiago Ontañón

CS 680: GAME AI INTRODUCTION TO GAME AI. 1/9/2012 Santiago Ontañón CS 680: GAME AI INTRODUCTION TO GAME AI 1/9/2012 Santiago Ontañón santi@cs.drexel.edu https://www.cs.drexel.edu/~santi/teaching/2012/cs680/intro.html CS 680 Focus: advanced artificial intelligence techniques

More information

Artificial Intelligence ( CS 365 ) IMPLEMENTATION OF AI SCRIPT GENERATOR USING DYNAMIC SCRIPTING FOR AOE2 GAME

Artificial Intelligence ( CS 365 ) IMPLEMENTATION OF AI SCRIPT GENERATOR USING DYNAMIC SCRIPTING FOR AOE2 GAME Artificial Intelligence ( CS 365 ) IMPLEMENTATION OF AI SCRIPT GENERATOR USING DYNAMIC SCRIPTING FOR AOE2 GAME Author: Saurabh Chatterjee Guided by: Dr. Amitabha Mukherjee Abstract: I have implemented

More information

A Multi-Agent Potential Field-Based Bot for a Full RTS Game Scenario

A Multi-Agent Potential Field-Based Bot for a Full RTS Game Scenario Proceedings of the Fifth Artificial Intelligence for Interactive Digital Entertainment Conference A Multi-Agent Potential Field-Based Bot for a Full RTS Game Scenario Johan Hagelbäck and Stefan J. Johansson

More information

A CBR Module for a Strategy Videogame

A CBR Module for a Strategy Videogame A CBR Module for a Strategy Videogame Rubén Sánchez-Pelegrín 1, Marco Antonio Gómez-Martín 2, Belén Díaz-Agudo 2 1 CES Felipe II, Aranjuez, Madrid 2 Dep. Sistemas Informáticos y Programación Universidad

More information

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence

Adversarial Search. CS 486/686: Introduction to Artificial Intelligence Adversarial Search CS 486/686: Introduction to Artificial Intelligence 1 Introduction So far we have only been concerned with a single agent Today, we introduce an adversary! 2 Outline Games Minimax search

More information

Principles of Computer Game Design and Implementation. Lecture 20

Principles of Computer Game Design and Implementation. Lecture 20 Principles of Computer Game Design and Implementation Lecture 20 utline for today Sense-Think-Act Cycle: Thinking Acting 2 Agents and Virtual Player Agents, no virtual player Shooters, racing, Virtual

More information

LEARNABLE BUDDY: LEARNABLE SUPPORTIVE AI IN COMMERCIAL MMORPG

LEARNABLE BUDDY: LEARNABLE SUPPORTIVE AI IN COMMERCIAL MMORPG LEARNABLE BUDDY: LEARNABLE SUPPORTIVE AI IN COMMERCIAL MMORPG Theppatorn Rhujittawiwat and Vishnu Kotrajaras Department of Computer Engineering Chulalongkorn University, Bangkok, Thailand E-mail: g49trh@cp.eng.chula.ac.th,

More information

Modeling Player Retention in Madden NFL 11

Modeling Player Retention in Madden NFL 11 Proceedings of the Twenty-Third Innovative Applications of Artificial Intelligence Conference Modeling Player Retention in Madden NFL 11 Ben G. Weber UC Santa Cruz Santa Cruz, CA bweber@soe.ucsc.edu Michael

More information

Efficient Resource Management in StarCraft: Brood War

Efficient Resource Management in StarCraft: Brood War Efficient Resource Management in StarCraft: Brood War DAT5, Fall 2010 Group d517a 7th semester Department of Computer Science Aalborg University December 20th 2010 Student Report Title: Efficient Resource

More information

Business Plan. Level 8, Admiralty Centre Tower II 18 Harcourt Road Admiralty, HONGKONG

Business Plan. Level 8, Admiralty Centre Tower II 18 Harcourt Road Admiralty, HONGKONG Business Plan Level 8, Admiralty Centre Tower II 18 Harcourt Road Admiralty, HONGKONG Table of Contents 1. Corporate Identity... 1 1.1 The Change of Game Market Paradigm... 1 1.2 Building the optimized

More information

JAIST Reposi. Title Attractiveness of Real Time Strategy. Author(s)Xiong, Shuo; Iida, Hiroyuki

JAIST Reposi. Title Attractiveness of Real Time Strategy. Author(s)Xiong, Shuo; Iida, Hiroyuki JAIST Reposi https://dspace.j Title Attractiveness of Real Time Strategy Author(s)Xiong, Shuo; Iida, Hiroyuki Citation 2014 2nd International Conference on Informatics (ICSAI): 271-276 Issue Date 2014-11

More information

Adjustable Group Behavior of Agents in Action-based Games

Adjustable Group Behavior of Agents in Action-based Games Adjustable Group Behavior of Agents in Action-d Games Westphal, Keith and Mclaughlan, Brian Kwestp2@uafortsmith.edu, brian.mclaughlan@uafs.edu Department of Computer and Information Sciences University

More information

SDS PODCAST EPISODE 110 ALPHAGO ZERO

SDS PODCAST EPISODE 110 ALPHAGO ZERO SDS PODCAST EPISODE 110 ALPHAGO ZERO Show Notes: http://www.superdatascience.com/110 1 Kirill: This is episode number 110, AlphaGo Zero. Welcome back ladies and gentlemen to the SuperDataSceince podcast.

More information

Electronic Research Archive of Blekinge Institute of Technology

Electronic Research Archive of Blekinge Institute of Technology Electronic Research Archive of Blekinge Institute of Technology http://www.bth.se/fou/ This is an author produced version of a conference paper. The paper has been peer-reviewed but may not include the

More information

INTRODUCTION TO DEEP LEARNING. Steve Tjoa June 2013

INTRODUCTION TO DEEP LEARNING. Steve Tjoa June 2013 INTRODUCTION TO DEEP LEARNING Steve Tjoa kiemyang@gmail.com June 2013 Acknowledgements http://ufldl.stanford.edu/wiki/index.php/ UFLDL_Tutorial http://youtu.be/ayzoubkuf3m http://youtu.be/zmnoatzigik 2

More information

Adjutant Bot: An Evaluation of Unit Micromanagement Tactics

Adjutant Bot: An Evaluation of Unit Micromanagement Tactics Adjutant Bot: An Evaluation of Unit Micromanagement Tactics Nicholas Bowen Department of EECS University of Central Florida Orlando, Florida USA Email: nicholas.bowen@knights.ucf.edu Jonathan Todd Department

More information

A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server

A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server Youngsik Kim * * Department of Game and Multimedia Engineering, Korea Polytechnic University, Republic

More information

A Portable Slave Robot for Robot-Assisted Minimally Invasive Surgery with Capability of Multi-Axis Force Sensing

A Portable Slave Robot for Robot-Assisted Minimally Invasive Surgery with Capability of Multi-Axis Force Sensing 1 ABSTRACT A Portable Slave Robot for Robot-Assisted Minimally Invasive Surgery with Capability of Multi-Axis Force Sensing Dong-Hyuk Lee Department of Mechanical Engineering Sungkyunkwan University In

More information

Reactive Planning Idioms for Multi-Scale Game AI

Reactive Planning Idioms for Multi-Scale Game AI Reactive Planning Idioms for Multi-Scale Game AI Ben G. Weber, Peter Mawhorter, Michael Mateas, and Arnav Jhala Abstract Many modern games provide environments in which agents perform decision making at

More information

Context-Aware Interaction in a Mobile Environment

Context-Aware Interaction in a Mobile Environment Context-Aware Interaction in a Mobile Environment Daniela Fogli 1, Fabio Pittarello 2, Augusto Celentano 2, and Piero Mussio 1 1 Università degli Studi di Brescia, Dipartimento di Elettronica per l'automazione

More information

DUPLAYER. 1. COMPANY Profile. Introduction

DUPLAYER. 1. COMPANY Profile. Introduction 1. COMPANY Profile Introduction Duplayer is specialized in manufacturing and selling educational robot parts under the philosophy of dedication to future robot industry development. The educational robot

More information

Evolutionary Image Enhancement for Impulsive Noise Reduction

Evolutionary Image Enhancement for Impulsive Noise Reduction Evolutionary Image Enhancement for Impulsive Noise Reduction Ung-Keun Cho, Jin-Hyuk Hong, and Sung-Bae Cho Dept. of Computer Science, Yonsei University Biometrics Engineering Research Center 134 Sinchon-dong,

More information

Free Sample. Clash Royale Game Decks, Cheats, Hacks, Download Guide Unofficial. Copyright 2017 by HSE Games Third Edition, License Notes

Free Sample. Clash Royale Game Decks, Cheats, Hacks, Download Guide Unofficial. Copyright 2017 by HSE Games Third Edition, License Notes Clash Royale Game Decks, Cheats, Hacks, Download Guide Unofficial Copyright Info: Copyright 2017 by HSE Games Third Edition, License Notes This ebook is licensed for your personal enjoyment only. This

More information

Artificial Intelligence. Cameron Jett, William Kentris, Arthur Mo, Juan Roman

Artificial Intelligence. Cameron Jett, William Kentris, Arthur Mo, Juan Roman Artificial Intelligence Cameron Jett, William Kentris, Arthur Mo, Juan Roman AI Outline Handicap for AI Machine Learning Monte Carlo Methods Group Intelligence Incorporating stupidity into game AI overview

More information

StarCraft Winner Prediction Norouzzadeh Ravari, Yaser; Bakkes, Sander; Spronck, Pieter

StarCraft Winner Prediction Norouzzadeh Ravari, Yaser; Bakkes, Sander; Spronck, Pieter Tilburg University StarCraft Winner Prediction Norouzzadeh Ravari, Yaser; Bakkes, Sander; Spronck, Pieter Published in: AIIDE-16, the Twelfth AAAI Conference on Artificial Intelligence and Interactive

More information

Development of IoT based Pier collision Monitoring System

Development of IoT based Pier collision Monitoring System , pp.148-153 http://dx.doi.org/10.14257/astl.2016.137.28 Development of IoT based Pier collision Monitoring System Soo-Yeol Park 1, Sung-min Kang 1, Keum-Soo Yeo 1, Byung-Yun Won 1 1 Korea Plant Maintenace

More information

Last Stand: Bolos 4 By S. M. Stirling, Keith Laumer READ ONLINE

Last Stand: Bolos 4 By S. M. Stirling, Keith Laumer READ ONLINE Last Stand: Bolos 4 By S. M. Stirling, Keith Laumer READ ONLINE Bolo! David. Weber. This is a work of fiction. All the characters and events first published in Bolos, Book 4: Last Stand, edited by Bill

More information

Effectiveness Analysis of Anti-torpedo Warfare Simulation for Evaluating Mix Strategies of Decoys and Jammers

Effectiveness Analysis of Anti-torpedo Warfare Simulation for Evaluating Mix Strategies of Decoys and Jammers Effectiveness Analysis of Anti-torpedo Warfare Simulation for Evaluating Mix Strategies of Decoys and Jammers Se Jung Kwon 1, Kyung-Min Seo 1, Byeong-soo Kim 1, Tag Gon Kim 1 1 Department of Electrical

More information

COMP 400 Report. Balance Modelling and Analysis of Modern Computer Games. Shuo Xu. School of Computer Science McGill University

COMP 400 Report. Balance Modelling and Analysis of Modern Computer Games. Shuo Xu. School of Computer Science McGill University COMP 400 Report Balance Modelling and Analysis of Modern Computer Games Shuo Xu School of Computer Science McGill University Supervised by Professor Clark Verbrugge April 7, 2011 Abstract As a popular

More information