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Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer

Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer

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Page 1: Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer

Parallel RTS(Real-Time Strategy)AI testing

Nathan Warshauer

Page 2: 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

Page 3: Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer

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

Page 4: Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer

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.

Page 5: Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer

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

Page 6: Parallel RTS(Real-Time Strategy) AI testing Nathan Warshauer

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