10.3 Understanding Pattern Recognition Methods - PowerPoint PPT Presentation

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10.3 Understanding Pattern Recognition Methods

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Title: 10.3 Understanding Pattern Recognition Methods


1
10.3 Understanding Pattern Recognition Methods
  • Chris Kramer

2
Pattern Recognition is ...
  • Abstracting relevant information from game world
  • Constructing concepts or models and deducing
    patterns for higher-level reasoning and
    decision-making systems.
  • necessary especially when game world is not
    deterministic
  • built-in randomness
  • player actions.

3
Approaches to Understanding
  • Functional
  • Derived from the roles Pattern Recognition has in
    games.
  • Methodological
  • Applying computer science concepts to PR in games

4
Functional Approach
  • Think about role of PR in an actual game
  • Sports game read the match
  • RTS identify threats strategize
  • 1 on 1 react to opponent's favored moves
  • 3 Aspects determine role of a PR system
  • Level of decision making
  • Stance toward player
  • Use of modeled knowledge

5
Level of Decision Making
  • 3 classic military levels Strategic, Tactical,
    Operational
  • Strategic Lots of data and time Many
    speculative decisions cost of single poor
    decision is high
  • Tactical Mediator between Strategic and
    Operational Accomplish strategic plan
    Coordinate groups of entities More real-time
  • Operational Very concrete Many short-term,
    reactive decisions individual unit actions

6
Stance toward player
  • Enemy provide a challenge be purposeful, if not
    intelligent
  • Ally assist player communicate in an accessible
    format be consistent
  • Neutral fairness especially in case of observer
    AI which governs camera movement in sports game

7
Use of Modeled Knowledge
  • Generators and Symbols game world seen as a
    machine generating a series of different states
    or actions
  • Symbols are the fundamental reasoning unit
    resulting from PR
  • Sequence of symbols used in 2 ways Prediction
    and Production
  • Prediction model player as generator and predict
    next symbol
  • Production AI models self as generator and
    determines best symbol to execute

8
Methodological Approach
  • Apply general computer science innovations to
    pattern recognition in games
  • 3 aspects Optimization, Adaptation, Uncertainty
  • Optimization mathematical maximization of some
    objective function
  • Adaptation create model based on known results
    of previous models
  • Uncertainty applying methods which account for
    uncertainty

9
Optimization
  • 3 mathematical elements objective function,
    variables, constraints
  • Techniques are iterative, time-consuming and
    usually offline
  • Problem like any math function, there are local
    optimums in addition to the global optimum.
  • Many approaches to find global optimum most
    focus on multiple traces of search space
  • Genetic algorithms best when variables are
    independent
  • Swarm algorithms iterators fly in the search
    space

10
Optimization Issues
  • Usually multi-dimensional (many variables)
    impossible to visually represent
  • Computational difficulty can be eased with
    heuristic weakening of optimality criteria
  • Real-time usage must be linear heuristic search
    with few variables.

11
Optimization ExampleAge of Empires
  • AoE RTS game with many varied units and teams
  • Genetic algorithm used to balance units
  • Set up mock battles, use results of battles to
    guide selection
  • Objective function want both sides to have equal
    numbers of wins and losses

12
Adaptation
  • Recognizing changing circumstances
  • Best for indeterminate or unknown factors
  • Methods include Reinforcement Learning,
    Influence Maps, Neural Networks

13
Uncertainty
  • Soft Computing refers to methods that account for
    uncertainty probabalistic reasoning, fuzzy logic
  • Fuzzy Sets items have partial or probabalistic
    membership in a set.
  • Fuzziness can be incorporated with other methods
    to better deal with uncertainty Fuzzy genetic
    algorithm, Fuzzy Neural Nets

14
10.5 Getting Around the Limits of Machine Learning
  • Method of Analysis 4 Questions
  • Analysis of Machine Learning in 3 actual games
  • Specific Limits to learning

15
Analysis Method
  • 4 Questions
  • 1. Cheap to recognize what to learn from?
  • 2. Cheap to store the knowledge?
  • 3. Cheap to use the knowledge?
  • 4. Does game benefit from learning?
  • Major divisions of the problem
  • implicit vs. explicit
  • online vs. offline

16
Black White
  • Player dictates good or bad creature behavior
  • Explicit Online learning
  • Answer to all 4 Questions YES!
  • 2 might have been problem in past
  • Testing started early and was integral to project
  • Innate programmed behaviors constrained learning

17
Command and Conquer Renegade
  • Unimplimented feature if player goes between
    areas by an unkown path, AI will learn that path
  • Online Implicit Learning
  • 4 Questions yes
  • Path is already processed, Storage of new
    pathnodes is negligible

18
Re-Volt
  • Genetic algorithm used during development to tune
    parameters of car AIs
  • Offline Implicit Learning
  • Lap Times provided simple criteria for selection

19
Limits to Learning
  • Context of first 3 questions
  • Recognizing something to learn from
  • More realism in games results in problems similar
    to machine learning in the real world
  • Noisy Inputs Lots of data, Little useful data
  • Time Dependencies
  • Some algorithms to costly for online learning
  • Use of knowledge can be expensive also

20
Good Knowledge Representation Helps Everywhere
  • Preprocessing input signals and boiling them down
    to easier-to-use units
  • High level of representation is easier to work
    with
  • Beware loss of information
  • MIDI vs. Raw audio

21
Seeing More Clearly
  • Learning from the present modern games are good
    at this
  • Learning from past Causal Chains
  • Recognizing key precursors to learning event
  • Keep detailed history to learn from
  • Never been implemented

22
Seeing the Wrong Thing in theRight Examples
  • Instance-based learning models often learn the
    wrong things
  • Military System detect if a tank is present in
    an aerial photograph
  • Performed well on training and test sets
  • But very poorly on real data
  • All training photos of tanks were on sunny days,
    and photos of nothing were on cloudy days
  • Must have difficult data

23
Storing New Knowledge
  • Find ways to incorporate new knowledge online
  • Complex algorithms recalculation unfeasible
  • Cannot lose performance against original data set
  • Over-fitting
  • Existing algorithm for neural nets Temporal
    Differences

24
Conclusion
  • Question 4 is the most important!
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