TY - GEN
T1 - Learning micro-management skills in RTS games by imitating experts
AU - Young, Jay
AU - Hawes, Nick
PY - 2014
Y1 - 2014
N2 - We investigate the problem of learning the control of small groups of units in combat situations in Real Time Strategy (RTS) games. AI systems may acquire such skills by observing and learning from expert players, or other AI systems performing those tasks. However, access to training data may be limited, and representations based on metric information - position, velocity, orientation etc. - may be brittle, difficult for learning mechanisms to work with, and generalise poorly to new situations. In this work we apply qualitative spatial relations to compress such continuous, metric state-spaces into symbolic states, and show that this makes the learning problem easier, and allows for more general models of behaviour. Models learnt from this representation are used to control situated agents, and imitate the observed behaviour of both synthetic (pre-programmed) agents, as well as the behaviour of human-controlled agents on a number of canonical micromanagement tasks. We show how a Monte-Carlo method can be used to decompress qualitative data back in to quantitative data for practical use in our control system. We present our work applied to the popular RTS game Starcraft.
AB - We investigate the problem of learning the control of small groups of units in combat situations in Real Time Strategy (RTS) games. AI systems may acquire such skills by observing and learning from expert players, or other AI systems performing those tasks. However, access to training data may be limited, and representations based on metric information - position, velocity, orientation etc. - may be brittle, difficult for learning mechanisms to work with, and generalise poorly to new situations. In this work we apply qualitative spatial relations to compress such continuous, metric state-spaces into symbolic states, and show that this makes the learning problem easier, and allows for more general models of behaviour. Models learnt from this representation are used to control situated agents, and imitate the observed behaviour of both synthetic (pre-programmed) agents, as well as the behaviour of human-controlled agents on a number of canonical micromanagement tasks. We show how a Monte-Carlo method can be used to decompress qualitative data back in to quantitative data for practical use in our control system. We present our work applied to the popular RTS game Starcraft.
UR - https://www.scopus.com/pages/publications/84916886283
U2 - 10.1609/aiide.v10i1.12727
DO - 10.1609/aiide.v10i1.12727
M3 - Conference contribution
AN - SCOPUS:84916886283
SN - 9781577356813
T3 - AAAI Artificial Intelligence and Interactive Digital Entertainment Conference proceedings
SP - 195
EP - 201
BT - Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014
A2 - Horswill, Ian
A2 - Jhala, Arnav
PB - AAAI Press
T2 - 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Y2 - 3 October 2014 through 7 October 2014
ER -