Stratega, a general strategy games framework, has been designed to foster research on computational intelligence for strategy games. In contrast to other strategy game frameworks, Stratega allows to create a wide variety of turn-based and real-time strategy games using a common API for agent development. While the current version supports the development of turn-based strategy games and agents, we will add support for real-time strategy games in future updates. Flexibility is achieved by utilising YAML-files to configure tiles, units, actions, and levels. Therefore, the user can design and run a variety of games to test developed agents without specifically adjusting it to the game being generated. The framework has been built with a focus of statistical forward planning (SFP) agents. For this purpose, agents can access and modify game-states and use the forward model to simulate the outcome of their actions. While SFP agents have shown great flexibility in general game-playing, their performance is limited in case of complex state and action-spaces. Finally, we hope that the development of this framework and its respective agents helps to better understand the complex decision-making process in strategy games. Stratega can be downloaded at: https://github.research.its.qmul.ac.uk/eecsgameai/Stratega
Queen Mary University of London(伦敦玛丽女王大学);Leibniz University Hannover(汉诺威莱布尼茨大学)
Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for games depend on domain knowledge, making their application to new games expensive. State abstraction methods that require no domain knowledge are studied extensively in the planning domain. However, no evidence shows they scale well with the complexity of strategy games. In this paper, we propose Elastic MCTS, an algorithm that uses state abstraction to pla…
Portfolio methods represent a simple but efficient type of action abstraction which has shown to improve the performance of search-based agents in a range of strategy games. We first review existing portfolio techniques and propose a new algorithm for optimization and action-selection based on the Rolling Horizon Evolutionary Algorithm. Moreover, a series of variants are developed to solve problems in different aspects. We further analyze the performance of discussed agents in a general strategy game-playing task. For this purpose, we run experiments on three different game-modes of the Strate…
Games with large branching factors pose a significant challenge for game tree search algorithms. In this paper, we address this problem with a sampling strategy for Monte Carlo Tree Search (MCTS) algorithms called {\em naïve sampling}, based on a variant of the Multi-armed Bandit problem called {\em Combinatorial Multi-armed Bandits} (CMAB). We analyze the theoretical properties of several variants of {\em naïve sampling}, and empirically compare it against the other existing strategies in the literature for CMABs. We then evaluate these strategies in the context of real-time strategy (RTS) ga…
In this paper we proposed reinforcement learning algorithms with the generalized reward function. In our proposed method we use Q-learning and SARSA algorithms with generalised reward function to train the reinforcement learning agent. We evaluated the performance of our proposed algorithms on two real-time strategy games called BattleCity and S3. There are two main advantages of having such an approach as compared to other works in RTS. (1) We can ignore the concept of a simulator which is often game specific and is usually hard coded in any type of RTS games (2) our system can learn from int…
We introduce a reinforcement learning environment based on Heroic - Magic Duel, a 1 v 1 action strategy game. This domain is non-trivial for several reasons: it is a real-time game, the state space is large, the information given to the player before and at each step of a match is imperfect, and distribution of actions is dynamic. Our main contribution is a deep reinforcement learning agent playing the game at a competitive level that we trained using PPO and self-play with multiple competing agents, employing only a simple reward of $\pm 1$ depending on the outcome of a single match. Our best…
Queen Mary University of London(伦敦玛丽女王大学);Maastricht University(马斯特里赫特大学)
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games. These require the AI to deal with large action spaces, long-term planning and partial observability, among other well-known factors that make decision-making a hard problem. On top of this, achieving distinct play-styles using a general algorithm without reducing playing strength is not trivial. In this paper, we propose Portfolio Monte Carlo Tree S…
University of Alberta(阿尔伯塔大学);Alberta Machine Intelligence Institute (Amii)(阿尔伯塔机器智能研究所)
Real-Time Strategy (RTS) game unit generation is an unexplored area of Procedural Content Generation (PCG) research, which leaves the question of how to automatically generate interesting and balanced units unanswered. Creating unique and balanced units can be a difficult task when designing an RTS game, even for humans. Having an automated method of designing units could help developers speed up the creation process as well as find new ideas. In this work we propose a method of generating balanced and useful RTS units. We draw on Search-Based PCG and a fitness function based on Monte Carlo Tr…
In this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 40K frame-per-second (FPS) per core on a Macbook Pro notebook. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs end-to-end in one day with 6 CPUs and 1 GPU. In addit…
We present TorchCraft, a library that enables deep learning research on Real-Time Strategy (RTS) games such as StarCraft: Brood War, by making it easier to control these games from a machine learning framework, here Torch. This white paper argues for using RTS games as a benchmark for AI research, and describes the design and components of TorchCraft.
The next challenge of game AI lies in Real Time Strategy (RTS) games. RTS games provide partially observable gaming environments, where agents interact with one another in an action space much larger than that of GO. Mastering RTS games requires both strong macro strategies and delicate micro level execution. Recently, great progress has been made in micro level execution, while complete solutions for macro strategies are still lacking. In this paper, we propose a novel learning-based Hierarchical Macro Strategy model for mastering MOBA games, a sub-genre of RTS games. Trained by the Hierarchi…
We propose a general framework for modelling and solving deductive games, where one player selects a secret code and the other player strives to discover this code using a minimal number of allowed experiments that reveal some partial information about the code. The framework is implemented in a software tool Cobra, and its functionality is demonstrated by producing new results about existing deductive games.
Department of Computer Science, Faculty of Mathematics and Computer Science, Babes-Bolyai University(巴比什-波雅依大学数学与计算机科学学院计算机科学系)
An evolutionary approach for computing the winning strategy for Nim-like games is proposed in this paper. The winning strategy is computed by using the Multi Expression Programming (MEP) technique - a fast and efficient variant of the Genetic Programming (GP). Each play strategy is represented by a mathematical expression that contains mathematical operators (such as +, -, *, mod, div, and , or, xor, not) and operands (encoding the current game state). Several numerical experiments for computing the winning strategy for the Nim game are performed. The computational effort needed for evolving a…
Gran Sasso Science Institute(格兰萨索科学研究所);University of L’Aquila(拉奎拉大学);University of Warsaw(华沙大学)
Additively separable hedonic games and fractional hedonic games have received considerable attention. They are coalition forming games of selfish agents based on their mutual preferences. Most of the work in the literature characterizes the existence and structure of stable outcomes (i.e., partitions in coalitions), assuming that preferences are given. However, there is little discussion on this assumption. In fact, agents receive different utilities if they belong to different partitions, and thus it is natural for them to declare their preferences strategically in order to maximize their ben…
Leadership games provide a powerful paradigm to model many real-world settings. Most literature focuses on games with a single follower who acts optimistically, breaking ties in favour of the leader. Unfortunately, for real-world applications, this is unlikely. In this paper, we look for efficiently solvable games with multiple followers who play either optimistically or pessimistically, i.e., breaking ties in favour or against the leader. We study the computational complexity of finding or approximating an optimistic or pessimistic leader-follower equilibrium in specific classes of succinct g…
University of Alberta(阿尔伯塔大学);DeepMind(深度思维公司(DeepMind)(注:DeepMind通常指Google旗下的DeepMind Technologies Limited,作为独立研究机构,此处按常见译法保留))
Extensive-form games are a common model for multiagent interactions with imperfect information. In two-player zero-sum games, the typical solution concept is a Nash equilibrium over the unconstrained strategy set for each player. In many situations, however, we would like to constrain the set of possible strategies. For example, constraints are a natural way to model limited resources, risk mitigation, safety, consistency with past observations of behavior, or other secondary objectives for an agent. In small games, optimal strategies under linear constraints can be found by solving a linear p…
We formulate the problem of defogging as state estimation and future state prediction from previous, partial observations in the context of real-time strategy games. We propose to employ encoder-decoder neural networks for this task, and introduce proxy tasks and baselines for evaluation to assess their ability of capturing basic game rules and high-level dynamics. By combining convolutional neural networks and recurrent networks, we exploit spatial and sequential correlations and train well-performing models on a large dataset of human games of StarCraft: Brood War. Finally, we demonstrate th…
Deep Reinforcement Learning combined with Fictitious Play shows impressive results on many benchmark games, most of which are, however, single-stage. In contrast, real-world decision making problems may consist of multiple stages, where the observation spaces and the action spaces can be completely different across stages. We study a two-stage strategy card game Legends of Code and Magic and propose an end-to-end policy to address the difficulties that arise in multi-stage game. We also propose an optimistic smooth fictitious play algorithm to find the Nash Equilibrium for the two-player game.…