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Evolving Multimodal Networks for Multitask Games

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Evolving Multimodal Networks for Multitask Games Jacob Schrum schrum2_at_cs.utexas.edu Risto Miikkulainen risto_at_cs.utexas.edu University of Texas at Austin – PowerPoint PPT presentation

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Title: Evolving Multimodal Networks for Multitask Games


1
Evolving Multimodal Networks for Multitask Games
  • Jacob Schrum schrum2_at_cs.utexas.edu
  • Risto Miikkulainen risto_at_cs.utexas.edu
  • University of Texas at Austin
  • Department of Computer Science

2
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3
  • Evolution in videogames
  • Automatically learn interesting behavior
  • Complex but controlled environments
  • Stepping stone to real world
  • Robots
  • Training simulators
  • Complexity issues
  • Multiple contradictory objectives
  • Multiple challenging tasks

4
Multitask Games
  • NPCs perform two or more separate tasks
  • Each task has own performance measures
  • Task linkage
  • Independent
  • Dependent
  • Not blended
  • Inherently multiobjective

5
Test Domains
  • Designed to study multimodal behavior
  • Two tasks in similar environments
  • Different behavior needed to succeed
  • Main challenge perform well in both

Front Ramming
Back Ramming
6
Front/Back Ramming
  • Same goal, opposite embodiments
  • Front Ramming
  • Attack w/front ram
  • Avoid counterattacks
  • Back Ramming
  • Attack w/back ram
  • Avoid counterattacks

7
Predator/Prey
  • Same embodiment, opposite goals
  • Predator
  • Attack prey
  • Prevent escape
  • Prey
  • Avoid attack
  • Stay alive

8
Multiobjective Optimization
High health but did not deal much damage
  • Game with two objectives
  • Damage Dealt
  • Remaining Health
  • A dominates B iff A is
    strictly better in
    one
    objective and at least

    as good in others
  • Population of points
    not dominated are best

    Pareto Front
  • Weighted-sum provably
    incapable of capturing
    non-convex front

Tradeoff between objectives
Dealt lot of damage, but lost lots of health
9
NSGA-II
  • Evolution natural approach for finding optimal
    population
  • Non-Dominated Sorting Genetic Algorithm II
  • Population P with size N Evaluate P
  • Use mutation to get P size N Evaluate P
  • Calculate non-dominated fronts of P È P size
    2N
  • New population size N from highest fronts of P È
    P

K. Deb et al. A Fast and Elitist Multiobjective
Genetic Algorithm NSGA-II. Evol. Comp. 2002
10
Constructive Neuroevolution
  • Genetic Algorithms Neural Networks
  • Build structure incrementally (complexification)
  • Good at generating control policies
  • Three basic mutations (no crossover used)

Perturb Weight
Add Connection
Add Node
11
Multimodal Networks (1)
  • Multitask Learning
  • One mode per task
  • Shared hidden layer
  • Knows current task
  • Previous work
  • Supervised learning context
  • Multiple tasks learned quicker than individual
  • Not tried with evolution yet

R. A. Caruana, "Multitask learning A
knowledge-based source of inductive bias" ICML
1993
12
Multimodal Networks (2)
Starting network with one mode
  • Mode Mutation
  • Extra modes evolved
  • Networks choose mode
  • Chosen via preference neurons
  • MM Previous
  • Links from previous mode
  • Weights 1.0
  • MM Random
  • Links from random sources
  • Random weights
  • Supports mode deletion

MM(R)
MM(P)
13
Experiment
  • Compare 4 conditions
  • Control Unimodal networks
  • Multitask One mode per task
  • MM(P) Mode Mutation Previous
  • MM(R) Mode Mutation Random Delete Mutation
  • 500 generations
  • Population size 52
  • Player behavior scripted
  • Network controls homogeneous team of 4

14
MO Performance Assessment
  • Reduce Pareto front to single number
  • Hypervolume of
    dominated region
  • Pareto compliant
  • Front A dominates
    front B implies
    HV(A) gt HV(B)
  • Standard statistical
    comparisons of
    average HV

15
20 runs
16
Front/Back Ramming Behaviors
Multitask
Front Ramming
Back Ramming
MM(R)
17
20 runs
18
Predator/Prey Behaviors
Multitask
Prey
Predator
MM(R)
19
Discussion (1)
  • Front/Back Ramming
  • Control lt MM(P), MM(R) lt Multitask
  • Multiple modes help
  • Explicit knowledge of task helps

20
Discussion (2)
  • Predator/Prey
  • MM(P), Control, Multitask lt MM(R)
  • Multiple modes not necessarily helpful
  • Disparity in relative difficulty of tasks
  • Multitask ends up wasting effort
  • Mode deletion aids search for one good mode

21
How To Apply
  • Multitask good if
  • Task division known, and
  • Tasks are comparably difficult
  • Mode mutation good if
  • Task division is unknown, or
  • Obvious task division is misleading

22
Future Work
  • Games with more tasks
  • Does method scale?
  • Control mode bloat
  • Games with independent tasks
  • Ms. Pac-Man
  • Collect pills while avoiding ghosts
  • Eat ghosts after eating power pill
  • Games with blended tasks
  • Unreal Tournament 2004
  • Fight while avoiding damage
  • Fight or run away?
  • Collect items or seek opponents?

23
Conclusion
  • Domains with multiple tasks are common
  • Both in real world and games
  • Multimodal networks improve learning in multitask
    games
  • Will allow interesting/complex behavior to be
    developed in future

24
Questions?
Jacob Schrum schrum2_at_cs.utexas.edu Risto
Miikkulainen risto_at_cs.utexas.edu University of
Texas at Austin Department of Computer Science
25
Auxiliary Slides
26
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