Project
Aims: Determine whether learning agents in Real-Time
Strategy (RTS) games are more challenging, realistic and diverse
than the more classical AI techniques used in industry
Project
Methods: (1).
Develop an simplified RTS game, write some hand-coded human-level
strategies into some example agents and test them against one
another.
(2).
Construct some hand-coded representations of human gameplay strategies
using centralized and localized control to determine the suitability
of A-life as a design template
(3). Develop an agent which uses a combination of Reinforcment
Learning and A-life, train & test it against all of the above
opponents, as well as a human player.
(4). Evaluate the realism of these agents using criteria such
as exploiting weaknesses, element of surprise and diversity or
sporadity of overall gameplay
Project
Results & Conclusions: The
learning agents were not only vastly more realistic than the others,
but were quick & easy to train and discovered some gameplay
design bugs in the RTS testbed, and exploited these to its advantage.
Future
Work: Test
these agents on a full-scale RTS game and other game genres, as
the framework is extremely general and can be applied to most
other game types.
Use this framework to develop a tool for automating game-testing,
given its observed performance in the RTS game used for testing.