Title: Evolving Multimodal Networks for Multitask Games
 1Evolving 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- 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
 
  3Multitask Games
- NPCs perform two or more separate tasks 
 - Each task has own performance measures 
 - Task linkage 
 - Independent 
 - Dependent 
 - Not blended 
 - Inherently multiobjective 
 
  4Test Domains
- Designed to study multimodal behavior 
 - Two tasks in similar environments 
 - Different behavior needed to succeed 
 - Main challenge perform well in both 
 
  5Front/Back Ramming
- Same goal, opposite embodiments
 
- Front Ramming 
 - Attack w/front ram 
 - Avoid counterattacks
 
- Back Ramming 
 - Attack w/back ram 
 - Avoid counterattacks
 
  6Predator/Prey
- Same embodiment, opposite goals
 
- Predator 
 - Attack prey 
 - Prevent escape
 
- Prey 
 - Avoid attack 
 - Stay alive
 
  7Multiobjective 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 
 8NSGA-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 
 9Constructive 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 
 10Multimodal 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 
 11Multimodal 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) 
 12Experiment
- 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 
 
  13MO 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 
  14(No Transcript) 
 15Front/Back Ramming Behaviors
Multitask
 MM(R) 
 16(No Transcript) 
 17Predator/Prey Behaviors
Multitask
 MM(R) 
 18Discussion (1)
- Front/Back Ramming 
 - Control lt MM(P), MM(R) lt Multitask 
 - Multiple modes help 
 - Explicit knowledge of task helps
 
  19Discussion (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
 
  20How 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
 
  21Future 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?
 
  22Conclusion
- 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  
  23Questions?
Jacob Schrum  schrum2_at_cs.utexas.edu Risto 
Miikkulainen  risto_at_cs.utexas.edu University of 
Texas at Austin Department of Computer Science