Event:

Similar documents
CISC 1600, Lab 2.2: More games in Scratch

Dota2 is a very popular video game currently.

Episode 11: A Proven Recipe to Get Out of a Slump

Presentation by Toy Designers: Max Ashley

Cannon Ball User Manual

1.5 How Often Do Head and Tail Occur Equally Often?

Requirements Specification

Esports Betting Service Reach the next generation of customers with the #1 esports betting provider

Dicing The Data from NAB/RAB Radio Show: Sept. 7, 2017 by Jeff Green, partner, Stone Door Media Lab

In this project you ll learn how to create a game, in which you have to match up coloured dots with the correct part of the controller.

Physics 131 Lab 1: ONE-DIMENSIONAL MOTION

Introduction to Turtle Art

COMP3211 Project. Artificial Intelligence for Tron game. Group 7. Chiu Ka Wa ( ) Chun Wai Wong ( ) Ku Chun Kit ( )

Chapter 4: Internal Economy. Hamzah Asyrani Sulaiman

UNDERSTANDING LAYER MASKS IN PHOTOSHOP

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

Chapter 1:Object Interaction with Blueprints. Creating a project and the first level

Journey through Game Design

All-Stars Dungeons And Diamonds Fundamental. Secrets, Details And Facts (v1.0r3)

Predicting outcomes of professional DotA 2 matches

This little piece here I created is some of the scraps and then samples I was making for today s show. And these are wonderful for doing like

Module 1 Introducing Kodu Basics

Run Very Fast. Sam Blake Gabe Grow. February 27, 2017 GIMM 290 Game Design Theory Dr. Ted Apel

Analysis of Game Balance

The Princess & The Goblin: The Golden Thread

The Grandmaster s Positional Understanding Lesson 1: Positional Understanding

GAME PROGRAMMING & DESIGN LAB 1 Egg Catcher - a simple SCRATCH game

Game-playing: DeepBlue and AlphaGo

A Complex Systems Introduction to Go

Game catalogue Package: FUN II

Making Simple Decisions CS3523 AI for Computer Games The University of Aberdeen

SUMMER MATHS QUIZ SOLUTIONS PART 2

Game Making Workshop on Scratch

Roll for the Tournament -Jousting

Overwatch Open Divison Program guide & sign up

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

Noppon Prakannoppakun Department of Computer Engineering Chulalongkorn University Bangkok 10330, Thailand

STEM Gaming in Museums Making the Right Moves

Learning Artificial Intelligence in Large-Scale Video Games

Frequently Asked Questions About the Club

Learning Dota 2 Team Compositions

SDS PODCAST EPISODE 110 ALPHAGO ZERO

If a series of games (on which money has been bet) is interrupted before it can end, what is the fairest way to divide the stakes?

Why Do We Need Selections In Photoshop?

In this project, you will create a memory game where you have to memorise and repeat a sequence of random colours!

This Photoshop Tutorial 2012 Steve Patterson, Photoshop Essentials.com. Not To Be Reproduced Or Redistributed Without Permission.

Texas hold em Poker AI implementation:

The Exciting World of Bridge

Grade 6 Math Circles Combinatorial Games November 3/4, 2015

Key stage 2 mathematics tasks for the more able Number slide solutions and what to look for

Team 11. Flingshot. An infinite mobile climber game which uses the touch screen to control the character.

pla<orm-style game which you can later add your own levels, powers and characters to. Feel free to improve on my art

Skill, Matchmaking, and Ranking. Dr. Josh Menke Sr. Systems Designer Activision Publishing

Playing Othello Using Monte Carlo

Design Document for: Name of Game. One Liner, i.e. The Ultimate Racing Game. Something funny here! All work Copyright 1999 by Your Company Name

Star-Crossed Competitive Analysis

HEY! DON T READ THESE RULES!

Project: Circular Strife Paper Prototype Play-test IAT Team Members: Cody Church, Lawson Lim, Matt Louie, Sammpa Raski, Daniel Jagger

The game of Reversi was invented around 1880 by two. Englishmen, Lewis Waterman and John W. Mollett. It later became

PROFILE. Jonathan Sherer 9/10/2015 1

Designing AI for Competitive Games. Bruce Hayles & Derek Neal

The Glicko system. Professor Mark E. Glickman Boston University

CSSE220 BomberMan programming assignment Team Project

Optimal Yahtzee performance in multi-player games

JAVEA U3A BACKGAMMON GROUP NOTES - PART TWO STRATEGY

Tower Defense. CSc 335 Fall Final Project

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

1. A factory makes calculators. Over a long period, 2 % of them are found to be faulty. A random sample of 100 calculators is tested.

Once this function is called, it repeatedly does several things over and over, several times per second:

Protec 21

On each slide the key points are revealed step by step, at the click of your mouse (or the press of a key such as the space-bar).

Taffy Tangle. cpsc 231 assignment #5. Due Dates

Age of Empires 2: Forgotten Empires Tournament Rules. by ForTheSwarm March 16, 2018

Bobby Baldwin, Poker Legend

STATION 1: ROULETTE. Name of Guesser Tally of Wins Tally of Losses # of Wins #1 #2

Applying communication and interpersonal skills to other relationships. Fast track 3

CMS.608 / CMS.864 Game Design Spring 2008

Ipswich & Kesgrave Tuesday 25 th July The Count

Basic Tips & Tricks To Becoming A Pro

Matthew Fox CS229 Final Project Report Beating Daily Fantasy Football. Introduction

Materials: Game board, dice (preferable one 10 sided die), 2 sets of colored game board markers.

the gamedesigninitiative at cornell university Lecture 3 Design Elements

Copyright Page 1

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

Host leads the Game. ELEM Maze WK 1 (4)

Learning to Play Love Letter with Deep Reinforcement Learning


Trainyard: A level design post-mortem

Introduction Installation Switch Skills 1 Windows Auto-run CDs My Computer Setup.exe Apple Macintosh Switch Skills 1

Federico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti

Pong! The oldest commercially available game in history

Blackjack for Dummies CSE 212 Final Project James Fitzgerald and Eleazar Fernando

MITOCW MITCMS_608S14_ses03_2

Authoring Multiplayer Serious Games

playing game next game

Games of Skill Lesson 1 of 9, work in pairs

EPIC ARMAGEDDON CHALLENGE

Aiman. Age: 11 Favorite colours: Black and White. Favorite subject: Science No! Biology.

Formal Game Proposal

Name: Exam 01 (Midterm Part 2 take home, open everything)

Transcription:

Raluca D. Gaina @b_gum22 rdgain.github.io Usually people talk about AI as AI bots playing games, and getting very good at it and at dealing with difficult situations us evil researchers put in their ways. But that often involves waiting a while for the bot to actually finish playing the game, whether you re interested to see how good the bot is, or how good a game you ve built is, when you use the bot to test games instead. With modern games becoming huge spaces to be explored, that is harder and harder to do. But what if you didn t have to wait for a bot to play the whole game to know the result? Event: https://www.qmul.ac.uk/events/items/2018/game-ai-unleashed.html 1

I m going to talk a little bit about the magic behind win prediction that is, guessing if the bot playing a game is going to win or not by the end, without waiting for the game to actually finish. 2

I ve split this area into 4 rough sections, in which we could analyse The game itself looking at how different objects or characters are placed around us The brain of the bot looking at its decision making process and getting it to explain the decisions it makes The behaviour of the opponent (in multiplayer games) looking at how well the opponent is playing, or what strategy it s using Human gameplay looking at many many games played by humans to predict the outcome of a game, maybe even before the game starts, based on the initial setup, like character selection (it may be that some characters are better than others) I won t go into details on all of them, but let s dive into some examples! 3

Analysing the game state so what the player currently sees around it, such as how the trees are placed, how far away the enemies are or if the enemies are inbetween the player and the treasure they have to collect. This is the most common method used by bots, what they do when they play to guide themselves towards winning the game. Often times it s not straight forward to know at any point in the game if you re going to win or not but human knowledge about the game can be used to define equations that tell the bots how good any particular game state actually is. For example, if we had this game on the slide, where you re the little mouse in the bottom-left corner, and your goal is to avoid the cats, which would catch you and make you lose the game, you have to go around the trees, through which you can t pass, and finally make it to the delicious cheese waiting in the top-right corner. In this game, it s fairly easy to see that if there are no more enemies in the level, and you have a clear safe path to the treasure, then that s a pretty good situation to be in! But you might think hold on a moment, that s not a real game! Well this same theory *is* applied to real games too, like Starcraft! Vanessa here has done some interesting work on using information that the bots receive about the game (such as the current score in the game, the total damage dealt, the number of minerals 4

collected, and many more) all this information, which we call features, can be used to correctly predict if the bot is going to win a game or not, with about 70% confidence after 20 minutes of playing the game. Find out more: - https://pdfs.semanticscholar.org/87a6/71703c7ed169ab96528854edbeb9627df81 c.pdf - Any paper covering value functions, e.g. https://storage.googleapis.com/deepmindmedia/alphago/alphagonaturepaper.pdf 4

maybe? -20 193 42 0110001 55 A > D > B Next, let s look at analysing the bot s brain. My own research recently touched on this. So the idea is that we have a bot playing a game, doing things, thinking what to do next Let s get more information out of it, all the good stuff: numbers, equations, graphs. Things that describe the bot s thinking process in more than 1 state: win or lose. And what if we had more brains, of different types, playing more games. Then we could have a magic ball or, what we call a classifier absorbing all the information and analysing it to see which type of information matches which type of game result; and so it is capable of predicting what happens in any given situation, with some degree of confidence. We could even predict if a new bot is going to win a new game while the play is happening. Find out more: - https://rdgain.github.io/assets/pdf/general-win-prediction.pdf - https://www.youtube.com/watch?v=zq9zaejspuy 5

confidence???? maybe??? game time The prediction confidence changes over time, as may be expected. But the curve is not linear as you may think, which means the confidence starts at the lowest and slowly increases as the bot plays the game and gains more information about how the game actually works. A recent study I did showed this curve to be more mid-highlow in shape, on average. The biggest difference is here, at the end, where it s a lot lower than we d expect. And that, we think, is because our bots are greedy, and towards the end they know one of 2 things: they re going to win (and they do everything they can to win), or they re going to lose (and they do everything they can not to lose). So their behaviour changes dramatically from the middle of the game when they were happily exploring the game, trying to find out what happens in different situations and this messes up with our magic ball predictor. But generally this prediction system works as a first step, with many more improvements possible. 6

Echo by Digital Creativity Labs, University of York https://tinyurl.com/y7lxmzqt The last thing I m going to talk about is prediction from human gameplay data. And we re going to look at what researchers have done in the game Dota 2. A first interesting system is Echo, developed by researchers at the University of York, in the Digital Creativity Labs. Echo is a tool used for visualisation of statistics about the current game being played, which help those who are not so familiar with the game understand better what is going on and if a move made by one player was actually good or not, as this may not be completely clear. This tool was used for the first time in a competitive tournament, ESL Hamburg, last year, with great feedback from the viewers. Additionally, researchers from York work on win prediction from human matches: looking at win rates of various characters in the context of the whole team chosen for a game. Find out more: - http://eprints.whiterose.ac.uk/124333/1/arxiv_1711.06498.pdf - https://www.digitalcreativity.ac.uk/projects/win-prediction-esports - https://esportsinsider.com/2018/05/dr-florian-block-university-of-yorkresearching-esports/ - https://www.digitalcreativity.ac.uk/projects/%e2%80%98glance%e2%80%99- visualizing-dota-2 7

https://youtu.be/_b-h8zuouek Another win prediction system in Dota2 was shown off by OpenAI and their full team of 5 bots playing the game of Dota2 against humans. We can see this in action while the selection of characters before the match is going on the different numbers you re about to see showcase the confidence of the bots winning if that particular character was chosen. This is again based on a history of human matches, as well as the bots own period of training - or practicing - for the match. So the bots learn from all games they play and improve this prediction of what might work, and what might not, based on their experience. Find out more: - https://blog.openai.com/openai-five/ - https://openai.com/five/ - https://blog.openai.com/openai-five-benchmark-results/ 8

https://youtu.be/_b-h8zuouek But has the bots learning gone too far? Here we can see the bots learning to pause the match, for no apparent reason except that the humans had paused the match in a previous game, and they thought hey! That s an interesting strategy, let s use it! 9

what about creating entirely new games? Raluca D. Gaina @b_gum22 r.d.gaina@qmul.ac.uk Is this whole area of research actually useful though? I would argue that it is. And we can use it in 2 ways: Making bots smarter and more adaptive to games, for better bots. But we could also use it in game design, and procedural content generation, for better games. And this is only *one* thing that could help improve games But what about creating entirely new ones? transition to Vanessa Volz and Simon Colton talking about PCG and computational creativity. Find out more: - https://arxiv.org/pdf/1803.01403.pdf - https://arxiv.org/pdf/1805.00728.pdf - https://youtu.be/nobqdupuk7q Find out more about the group s work at: gameai.eecs.qmul.ac.uk 10