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Online Planning for Resource Production in RealTime Strategy Games

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Produce (or gather) various raw materials, buildings, civilian or military units ... currently one peasant, the planner will not create any additional peasants ... – PowerPoint PPT presentation

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Title: Online Planning for Resource Production in RealTime Strategy Games


1
Online Planning for Resource Production in
Real-Time Strategy Games
  • Hei Chan, Alan Fern, Soumya Ray,
  • Nick Wilson, Chris Ventura
  • School of EECS
  • Oregon State University

2
RTS Game Example Wargus
peasant
goldmine
townhall
forest
3
RTS Game Example Wargus
4
Resource Production in RTS Games
  • Produce (or gather) various raw materials,
    buildings, civilian or military units
  • Build economy and military power to prepare for
    tactical battles
  • Ability to do this in a short amount of time is
    key to winning the RTS game
  • Plans with short makespan are desirable

5
Challenging Features
  • Actions have durations
  • Resources are numeric
  • Objects are created during game-play
  • Plans typically contain many actions
  • Concurrency is necessary for short makespan
  • Actions must be selected in real-time
  • Many of the hardest aspects of AI planning!

6
How do we cope?
  • Give up on optimality
  • Comparable with human expert players
  • Reason about number of objects of each type
  • Do not reason about each individual object
  • Leverage special structure of RTS game actions
  • Only a subset of full PDDL language

7
Solution Architecture
Abstract game state Resource amount of each type
(e.g. of peasants) Actions currently being
executed
Online planner
Action dispatcher
Actions to be executed now e.g. 2 collect-gold
1 collect-wood
Current game state
Ground actions Peasant 1 collect-gold Peasant 2
collect-gold Peasant 3 collect-wood
Wargus engine
8
What about PDDL planners?
  • We can express our domain in PDDL
  • (durative-action collect-gold
  • parameters ()
  • duration ( ?duration 300)
  • condition
  • (and (over all (gt total-townhall 0)))
  • (at start (gt avail-peasant 0))
  • effect
  • (and (at start (decrease avail-peasant 1))
  • (at end (increase avail-peasant 1))
  • (at end (increase total-gold 100))
  • (at end (increase time ?duration))))
  • Several PDDL planners can handle our features
  • SAPA, MIPS-XXL, SG-Plan, LPG-td, TM-LPSAT, etc.
  • Do not return good plans
  • Often slow

9
Action Language
  • Define RTS resource production actions in a
    specialized language
  • Captures most of the actions in RTS domain
  • Can be translated to a restricted subset of PDDL
  • Based on four resource tags according to
    relationships between resource and action
  • Require
  • Borrow
  • Consume
  • Produce

10
Action Language
  • action build-townhall
  • duration 1530
  • require 1 lumbermill
  • borrow 1 peasant
  • consume 1200 gold 800 wood
  • produce 1 townhall

Needs to be present during action, but is not
locked up
Locked up during action, so other actions
cannot borrow
Deducted from game state at start of action
Added to game state at end of action
11
Online Planner Architecture
Abstract game state
  • Online planner

Sequential planner
Collect-gold
Collect-wood
Build-farm
Sequential plan
Heuristic scheduler
Collect-gold
Concurrent plan
Collect-wood
Build-farm
Executable action selector
Collect-gold
Actions to be executed now
Collect-wood
12
Sequential Planner
  • Means-Ends Analysis (MEA) is used to find a
    sequential plan to achieve the goal
  • MEA iteratively constructs a plan to satisfy each
    resource goal
  • Recursively finds a sub-plan which satisfies the
    preconditions of an action which produces the
    resource

13
Means-Ends Analysis
1 peasant 1 townhall
400 gold 1 supply
400 gold 1 supply
1 peasant 1 townhall 400 gold
Collect-gold x 4
400 gold 1 supply
400 gold 200 wood
1 peasant 1 townhall 400 gold
Collect-gold x 4
Build-farm
400 gold 1 supply
1 peasant 1 townhall 4 supply
Collect-gold x 4
Collect-wood x 2
Build-farm
1 peasant 1 townhall 400 gold 4 supply
Collect-gold x 4
Collect-wood x 2
Build-farm
Collect-gold x 4
14
Means-Ends Analysis
  • MEA is guaranteed to return the plan with the
    minimal set of actions in polynomial time in the
    number of actions in the plan, if
  • Each resource is produced by exactly one action
  • Initial state guarantees no cyclical dependency
    among resource goals
  • Can be verified by examining the resource
    dependency graph

15
Heuristic Scheduler
  • Reschedule actions from the sequential plan to
    allow concurrency and decrease makespan
  • Each action is moved repeatedly to an earlier
    time, until its preconditions no longer hold
  • Rescheduling can be done in quadratic time in the
    number of actions in the plan
  • Not optimal, but suitable for online planning

16
However,
  • The above planner (MEA rescheduling) only
    creates the minimal resources to achieve the goal
  • If there is currently one peasant, the planner
    will not create any additional peasants
  • No concurrency possible
  • Creating more peasants may decrease makespan
  • A good planner must create a close-to-optimal
    number of renewable resources, e.g. peasants

Collect-gold
Collect-wood
Build-farm
17
Creating Renewable Resources
  • Find plans that satisfy intermediate goals
  • ICAPS Planning in Games Workshop paper
  • Search over a variable but bounded set of
    intermediate goals

Create one extra peasant Goal
Plan1
Create one extra barracks Goal
Plan2
Chosen plan
Min
Create one extra townhall Goal
Plan3
Goal
Plan0
18
Empirical Evaluation
  • Compare our online planner in Wargus resource
    production against
  • An expert human player via the game-playing
    interface (2 trials)
  • Best of 2 plans written by the human player
  • Other state-of-the-art PDDL planners

19
Experimental Results
5 5 5
1 5 5
5 9 5
9 7 5
of peasants
20
Experimental Results
5 1 1
8 1 1
5 1 1
9 1 1
of peasants
21
Limitations
  • Actions have constant durations and effects
  • Durations vary for actions such as collect-wood
  • Effects can change due to new technology
  • Unable to infer object identity
  • Needed for some actions such as repair
  • No spatial reasoning
  • Needed for building placement
  • Actions cannot be stopped
  • Necessary if goals or environment change

22
Future Work
  • Less restrictive action language
  • Provide guarantees when using inaccurate models
  • Adaptive model learning
  • Integrate into a full RTS game-playing system

23
Summary
  • We presented an approach to solving large
    resource production problem in RTS games
  • Our approach works in an online setting, as it
    uses a computationally efficient action selection
    mechanism
  • Our planner is competitive with an human expert
    player and performs significantly better than
    state-of-the-art planners in this domain
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