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Developing​ ​an​ ​engaging​ ​AI​ ​for​ ​a turn-based​ ​strategy​ ​game

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Developing ​ ​an​ ​engaging​ ​AI​ ​for​ ​a turn-based ​ ​strategy​ ​game

Master’s​ ​Thesis​ ​project​ ​proposal

Mikael​ ​Kalms,​ ​Fall​ ​Damage​ ​Studio​ ​AB kalms@falldamagestudio.com

Brief

Fall​ ​Damage,​ ​a​ ​video​ ​games​ ​company​ ​based​ ​in​ ​Stockholm,​ ​are​ ​developing​ ​a​ ​turn-based strategy​ ​game.​ ​The​ ​game​ ​will​ ​offer​ ​one-versus-one​ ​play​ ​between​ ​humans.​ ​Fall​ ​Damage​ ​are interested​ ​in​ ​exploring​ ​the​ ​feasibility​ ​of​ ​constructing​ ​an​ ​AI​ ​for​ ​their​ ​game​ ​which​ ​offers​ ​human players​ ​both​ ​challenge​ ​and​ ​entertainment.​ ​If​ ​successful,​ ​this​ ​may​ ​result​ ​in

human-versus-computer​ ​play​ ​modes​ ​in​ ​the​ ​final​ ​product.

Background: ​ ​AI​ ​research,​ ​game​ ​AI​ ​and​ ​turn-based strategy ​ ​games

AI​ ​research​ ​defines​ ​itself​ ​as​ ​the​ ​study​ ​of​ ​"intelligent​ ​agents".​ ​It​ ​is​ ​today​ ​an​ ​umbrella​ ​term​ ​that spans​ ​many​ ​different​ ​subfields​ ​-​ ​vision,​ ​natural​ ​language,​ ​decision​ ​theory,​ ​genetic​ ​algorithms, robotics​ ​etc.

Game​ ​AI​ ​refers​ ​to​ ​the​ ​generation​ ​of​ ​intelligent​ ​behaviors​ ​within​ ​video​ ​games.​ ​This​ ​draws​ ​on techniques​ ​and​ ​knowledge​ ​from​ ​AI​ ​research​ ​as​ ​well​ ​as​ ​computer​ ​science​ ​in​ ​general.​ ​The​ ​exact goal​ ​of​ ​a​ ​game​ ​AI​ ​depends​ ​on​ ​the​ ​particular​ ​area​ ​within​ ​which​ ​it​ ​will​ ​be​ ​used;​ ​sometimes​ ​the primary​ ​purpose​ ​is​ ​to​ ​increase​ ​the​ ​complexity​ ​of​ ​the​ ​game​ ​experience,​ ​sometimes​ ​it​ ​is​ ​to increase​ ​the​ ​richness​ ​of​ ​the​ ​world;​ ​sometimes​ ​it​ ​is​ ​to​ ​improve​ ​the​ ​play​ ​experience​ ​without requiring​ ​more​ ​people​ ​to​ ​participate.​ ​Human​ ​players​ ​often​ ​expect​ ​the​ ​behaviour​ ​of​ ​the​ ​game​ ​AI to​ ​be​ ​perceived​ ​as​ ​not​ ​only​ ​believable,​ ​but​ ​also​ ​as​ ​fair.

Turn-based​ ​strategy​ ​games​ ​originate​ ​from​ ​games​ ​such​ ​as​ ​chess.​ ​There​ ​is​ ​a​ ​world,​ ​with​ ​a well-understood​ ​state;​ ​a​ ​set​ ​of​ ​clearly​ ​defined​ ​rules;​ ​at​ ​certain​ ​points​ ​the​ ​players​ ​are​ ​allowed​ ​to choose​ ​between​ ​a​ ​predefined​ ​set​ ​of​ ​actions​ ​and​ ​thereby​ ​affect​ ​the​ ​continued​ ​evolution​ ​of​ ​the world​ ​state;​ ​there​ ​is​ ​a​ ​well-defined​ ​winning​ ​condition.​ ​The​ ​well-defined​ ​rule​ ​set,​ ​time-discrete nature​ ​and​ ​comparably​ ​low​ ​number​ ​of​ ​turns​ ​per​ ​game​ ​makes​ ​it​ ​feasible​ ​to​ ​apply​ ​many techniques​ ​from​ ​AI​ ​research​ ​to​ ​the​ ​problem​ ​of​ ​constructing​ ​AI​ ​players​ ​with​ ​human​ ​behaviour.

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Good​ ​results​ ​require​ ​careful​ ​choice​ ​both​ ​of​ ​knowledge​ ​representations​ ​as​ ​well​ ​as​ ​planning strategies.

Project ​ ​proposal

Fall​ ​Damage​ ​invites​ ​a​ ​student​ ​to​ ​investigate​ ​effective​ ​methods​ ​for​ ​creating​ ​engaging​ ​AI opponents​ ​for​ ​their​ ​upcoming​ ​game.​ ​Most​ ​of​ ​the​ ​available​ ​literature​ ​analyzes​ ​well-established games​ ​such​ ​as​ ​Chess,​ ​Othello​ ​and​ ​Go.​ ​Game​ ​design​ ​differences​ ​make​ ​it​ ​non-obvious​ ​which​ ​of the​ ​existing​ ​methods​ ​still​ ​apply​ ​to​ ​this​ ​game​ ​though.​ ​The​ ​focus​ ​of​ ​the​ ​project​ ​will​ ​initially​ ​be​ ​on creating​ ​an​ ​AI​ ​player​ ​that​ ​can​ ​play​ ​the​ ​game​ ​reasonably​ ​well​ ​and​ ​then​ ​gradually​ ​shift​ ​to demonstrating​ ​human-like​ ​characteristics​ ​when​ ​playing​ ​the​ ​game.

A​ ​lot​ ​of​ ​the​ ​existing​ ​game​ ​AI​ ​research​ ​focuses​ ​on​ ​performance.​ ​There​ ​are​ ​many​ ​established concepts​ ​for​ ​simulating​ ​human​ ​behaviour​ ​as​ ​well​ ​though.​ ​Some​ ​simulate​ ​cognitive​ ​behaviour of​ ​the​ ​mind;​ ​other​ ​simulate​ ​human​ ​interaction​ ​patterns​ ​when​ ​competing​ ​against​ ​another​ ​player.

Surprisingly​ ​simple​ ​methods,​ ​such​ ​as​ ​making​ ​moves​ ​which​ ​force​ ​the​ ​other​ ​player​ ​to​ ​take

high-stakes​ ​decisions,​ ​have​ ​been​ ​shown​ ​to​ ​result​ ​in​ ​engaging​ ​gameplay​ ​in​ ​other​ ​titles.​ ​Are​ ​there simple​ ​-​ ​or​ ​not-so-simple​ ​-​ ​ways​ ​to​ ​construct​ ​an​ ​engaging​ ​AI​ ​for​ ​this​ ​game?

The​ ​game​ ​is​ ​still​ ​in​ ​development.​ ​It​ ​is​ ​being​ ​built​ ​inside-out,​ ​so​ ​there​ ​will​ ​at​ ​all​ ​times​ ​be​ ​a playable​ ​core​ ​of​ ​the​ ​game.​ ​The​ ​boundaries​ ​and​ ​the​ ​set​ ​of​ ​available​ ​actions​ ​will​ ​change​ ​over time.​ ​The​ ​thesis​ ​project​ ​can​ ​choose​ ​to​ ​either​ ​follow​ ​the​ ​development​ ​of​ ​the​ ​game,​ ​or​ ​to​ ​take​ ​a snapshot​ ​of​ ​the​ ​game​ ​at​ ​one​ ​point​ ​in​ ​time​ ​and​ ​develop​ ​the​ ​techniques​ ​based​ ​on​ ​what​ ​is available​ ​in​ ​that​ ​snapshot.

Aim ​ ​of​ ​Master​ ​Thesis

Explore​ ​different​ ​methods​ ​for​ ​creating​ ​an​ ​AI​ ​opponent​ ​for​ ​the​ ​game.​ ​Draw​ ​on​ ​previously published​ ​results​ ​as​ ​well​ ​as​ ​literature​ ​in​ ​the​ ​field​ ​and​ ​distill​ ​a​ ​set​ ​of​ ​strategies​ ​that​ ​work​ ​for​ ​the particular​ ​turn-based​ ​scenario​ ​that​ ​the​ ​game​ ​offers.​ ​Choose​ ​a​ ​set​ ​of​ ​strategies​ ​that​ ​can​ ​be adapted​ ​as​ ​the​ ​game​ ​develops.​ ​If​ ​applicable,​ ​showcase​ ​results​ ​and​ ​stimulate​ ​further​ ​dialogue about​ ​turn-based​ ​game​ ​AI​ ​within​ ​the​ ​games​ ​community,​ ​and​ ​demonstrate​ ​the​ ​use​ ​of​ ​recent​ ​AI research​ ​advances​ ​in​ ​a​ ​game​ ​AI​ ​setting.

How ​ ​to​ ​apply

Send​ ​an​ ​email​ ​to​ ​​thesis@falldamagestudio.com​​ ​with​ ​a​ ​CV​ ​and​ ​personal​ ​letter,​ ​and​ ​subject​ ​line

“Developing​ ​an​ ​engaging​ ​AI​ ​for​ ​a​ ​turn-based​ ​strategy​ ​game”.​ ​You​ ​may​ ​be​ ​asked​ ​to​ ​take​ ​part​ ​in a​ ​technical​ ​interview​ ​and/or​ ​do​ ​a​ ​practical​ ​work​ ​test.

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Practical ​ ​details

Fall​ ​Damage​ ​are​ ​located​ ​in​ ​Stockholm.​ ​The​ ​thesis​ ​project​ ​will​ ​be​ ​pursued​ ​remotely,​ ​with​ ​regular video​ ​conferences​ ​and​ ​short​ ​on-site​ ​visits.​ ​The​ ​thesis​ ​project​ ​would​ ​ideally​ ​begin​ ​in​ ​January​ ​or February​ ​2017.​ ​Depending​ ​on​ ​the​ ​university,​ ​it​ ​may​ ​be​ ​possible​ ​for​ ​two​ ​Master’s​ ​students​ ​to collaborate​ ​on​ ​this​ ​thesis​ ​project.

Related ​ ​publications

Introduction​ ​to​ ​Machine​ ​Learning,​ ​Third​ ​Edition,​ ​by​ ​Ethem​ ​Alpaydin,​ ​ISBN​ ​9780262325738

Reinforcement​ ​Learning:​ ​An​ ​Introduction,​ ​By​ ​Richard​ ​S.​ ​Sutton​ ​and​ ​Andrew​ ​G.​ ​Barto,​ ​ISBN 9780262332767

Machines​ ​that​ ​Learn​ ​to​ ​Play​ ​Games,​ ​by​ ​Johannes​ ​Fürnkranz​ ​and​ ​Miroslav​ ​Kubat,​ ​2001,​ ​ISBN 1590330218

Behaviour​ ​Oriented​ ​Design​ ​for​ ​Real-Time-Strategy​ ​Games,​ ​by​ ​Swen​ ​Gaudl,​ ​Simon​ ​Davies​ ​and Joanna​ ​J.​ ​Bryson,​ ​2013

Adversarial​ ​Hierarchical-Task​ ​Network​ ​Planning​ ​for​ ​Complex​ ​Real-Time​ ​Games,​ ​by​ ​Santiago Ontañon​ ​and​ ​Michael​ ​Buro,​ ​IJCAI​ ​2015

References

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