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Parallel RTS(Real-Time Strategy)AI testing
Nathan Warshauer
Results
• Working adaptive AI with sensing and local intelligence
• Global Unit Control
• Strategy Interaction
• Parallel AI Coefficient tuning
Importance of parallelization
• TimeActual timing run:
100000 total games needed8 processors8 minutes
Fittings needed:
log2N where N = unit reaction timeTotal time:
2-3 hours/coefficient
How Tuning Works
1) We start a run and expect a result.
2) We get back a finished game, with a number of wins and losses per player.
3) No clear winner unless…
4) What we did is to run 3 attacking, defending, and gathering groups on a single board, and then progressed to multiple boards
5) Increased resolution with total game count, allowing for more intelligent units.
Parallel AI development
• Style– Random Attack– Focused Attack– Focused all 3 groups– Focused 3 large groups– Intelligent Attack– 3 Intelligent Defense and
Attack Groups– 3 Intelligent Defense Attack
and Gathering Groups
• Runtime– 10 seconds– 10 seconds– 30 seconds– Group size * 0.02 sec.– 10 seconds– 2 minutes
– 8 minutes
Future Considerations
• Draws : AI is not conservative enough to hold a tight space, so draw number increases when weights are fixed for the tuning process.
• Restrictions– Battlefield size: 200 x 200 x 200– Unit detection size: 5x5x5– Units per player: 30– Unit speed: 1– Total Turns < 3000 (10000 turns/second)– Results