RealTime Target Selection and Battle Outcome Estimation in ORTS - PowerPoint PPT Presentation

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RealTime Target Selection and Battle Outcome Estimation in ORTS

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Let k be the most units any unit is likely to destroy in that time and n1, n2 be ... A simulation is run with the units represented using the above attributes and ... – PowerPoint PPT presentation

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Title: RealTime Target Selection and Battle Outcome Estimation in ORTS


1
Real-Time Target Selection and Battle Outcome
Estimation in ORTS
  • Doug Demyen

2
Outline
  • Introduction
  • Problem
  • Other approaches
  • Observations
  • Targeting Issues
  • Sub-battle Optimality
  • Proposed Approach
  • Solution Representation
  • Unit Attributes
  • Simulation Environment
  • Selecting Target Order
  • Running the Simulation
  • Restarting the Algorithm
  • Conclusion

3
Introduction
  • Outcomes of battles in RTS games can vary greatly
    simply based on unit target selection
  • Want to free the user from such tedious tasks
  • But need to work effectively in the constraints
    of real-time

4
Problem Definition
  • Proper strategies such as target selection can
    win or lose a firefight in an RTS game
  • For example, concentrating fire to eliminate
    enemy units one at a time can be effective
  • Requiring the user to perform such
    micro-management detracts from high-level tactics
  • Problems such as over-concentrating fire and
    selecting the units to target first, must be
    addressed

5
Previous Work
  • Attempts have been made to solve a battle for
    the optimal actions of the units involved
  • There are two main drawbacks to this
  • First, this can take a lot of time and resources,
    both of which are scarce in a game environment
  • Second, these approaches lack the flexibility
    needed for events that could change a battle
  • For example, units could join either side or a
    bomb could destroy or weaken existing units

6
Observations
  • In an RTS environment, an optimal solution may
    have to be traded off for an effective one
    because of constraints
  • To simplify the search for such near-optimal
    solutions to work within these constraints, one
    can make the following observations

7
Targeting Issues
  • Concentrating fire can be done to excess and may
    result in wasted attacks
  • This is a small drawback as the loss is often
    negligible
  • Thus for the purposes of this approach, each unit
    will only change targets when the current target
    is destroyed
  • This is a great advantage since each unit doesnt
    have to decide what to do each frame

8
Sub-Battle Optimality
  • No matter the conditions of the battle, the
    strategy is relatively constant
  • The goal remains to inflict the most damage and
    casualties and sustain the least
  • Thus targeting decisions can be made for each few
    seconds instead of all at the start
  • Also, targets can be assigned irrespective of
    future events, at which point they can be
    reselected, providing more flexibility

9
Proposed Approach
  • The application of genetic algorithms will
    provide
  • Fast convergence on an optimal solution
  • Flexibility to abort with a solution if time has
    run out or resources are needed

10
Solution Representation
  • From above, targets are selected for each few
    seconds (say 2 5) at a time
  • Let k be the most units any unit is likely to
    destroy in that time and n1, n2 be the number of
    units for armies 1 and 2, respectively
  • Thus the targets for army 1 for this time consist
    of k n1 integers from 1, . . . , n2

Unit 1
Unit 2
Unit n1
Example k 3
11
Unit Attributes
  • This approach will be mainly concerned with the
    following attributes of different units
  • Hit Points the damage the unit can sustain
    before being destroyed
  • Attack Strength the damage the unit can inflict
    in one time step
  • Recoil Time the number of time steps required
    between each attack
  • (Attack range and speed are generalized into
    whether one unit can target another)

12
Simulation Environment
  • A simulation is run with the units represented
    using the above attributes and using time steps
    representing a few frames in real-time
  • Targets are selected for each unit and the
    simulation is played out in time steps
  • Each time, step, each unit deals its Attack
    Strength in damage to its target, having to pause
    for its Recoil Time
  • When a units Hit Points fall below zero, it is
    removed and its attackers aim at their next
    targets

13
Target Selection
  • The k n1 targets for army 1 for the length of
    the simulation will be encoded into a genome to
    be used by the genetic algorithm
  • The most effective target order will be found
    using the evolution of the best outcomes
  • These will be determined by the amount of damage
    and casualties sustained by both armies

14
Running the Simulation
  • When the algorithm is run, a generation of
    genomes is created at random or with a simple
    function
  • For each genome, the simulation is run and the
    outcome used to determine the fitness
  • The best genomes combine into the next generation
    of the algorithm
  • After a given number of iterations (or when the
    algorithm is interrupted because of processing
    constraints), the algorithm will return the best
    target- selection genome of the current
    generation

15
Restarting the Algorithm
  • Since the algorithm is run only for a few seconds
    of real time and the battle environment often
    changes, the algorithm will have to be rerun
    under a number of conditions
  • A unit eliminates all opposing units from its
    target queue
  • A unit is destroyed by a source outside the
    battle
  • Any new units join the battle
  • A unit can target an opposing unit it couldnt
    previously
  • A unit cant target an opposing unit it could
    previously
  • The time represented in the simulation has expired

16
Conclusion
  • This technique should be useful in determining
    effective if not optimal attack patterns
  • It is flexible enough to deal with a changing
    battle environment
  • It is fast enough to work in an interactive
    setting
  • It can also trade off solution quality for
    processing resources as needed

17
Possible Extensions
  • This technique could be used to estimate the
    outcome of an entire battle given the following
  • What units will join the battle and when
  • What units can be targeted by any given unit and
    when
  • Outside forces that could significantly affect
    the battle
  • Each units targets could be determined, and from
    that the outcomes of each few seconds, and
    finally the battle as a whole
  • This could affect whether armies are willing to
    engage in the battle, how the individual units
    would behave, or what future strategies might be
    used
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