kiting in rts games using influence maps

26
ng in RTS Games Using Influence berto Uriarte and Santiago Ontañón Drexel University Philadelphia 1/26 October 9, 2012

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Kiting in RTS Games Using Influence Maps. Alberto Uriarte and Santiago Ontañón. Drexel University Philadelphia. October 9, 2012. Outline. Introduction Problem Statement StarCraft and NOVA An Influence Map Approach to Kiting When Can Kiting Be Performed? Influence Maps for Kiting - PowerPoint PPT Presentation

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Page 1: Kiting in RTS Games Using Influence Maps

Kiting in RTS Games Using Influence MapsAlberto Uriarte and Santiago Ontañón

Drexel UniversityPhiladelphia

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October 9, 2012

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Outline

Introduction Problem Statement StarCraft and NOVA An Influence Map Approach to Kiting When Can Kiting Be Performed? Influence Maps for Kiting Target Selection Kiting Algorithm

Empirical Evaluation 3 Different experiments

Conclusions and Future Work

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http://www.xkcd.com/1002/

Introduction

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Introduction

picture from Ben Weber

What is a Real-Time Strategy Game?

Macro Management Micro Management

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Introduction

Game Stochastic Incomplete information

Real time Complexity (state-space)

Chess NO NO NO 1047

Go NO NO NO 10171

Backgammon YES NO NO

Poker YES YES NO

StarCraft YES YES YES 1011,500

Adversarial planning under uncertainty Learning and opponent modeling Spatial and temporal reasoning

Challenges

All of this under real-time constrains

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Problem StatementWhat is kiting?

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Problem StatementWhat is kiting?

A BAttack Range

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Problem StatementWhat is kiting?

A B

Kiting: A exhibits a kiting behavior when it keeps a safe distance from B to reduce the damage taken from attacks of B while B keeps pursuing A.

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Problem StatementWhat is kiting?

BA

Perfect Kiting: When A is able to inflict damage to B without suffering any damage in return.

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Problem StatementWhat is kiting?

B

Sustained Kiting: When A is not able to cause enough damage to kill unit B, but B is also unable to kill A.

A

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Problem StatementWhat is kiting?

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StarCraft and NOVA

Information Manager

Strategy Manager

Build Manager

Planner Manager

Squad Manager

Squad Agent

Squad Agent

Production Manager

Worker Manager

Squad Agent

Combat Agent

Combat Agent

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An Influence Map Approach to KitingWhen Can Kiting Be Performed?

1.

A B

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turn 1

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An Influence Map Approach to KitingWhen Can Kiting Be Performed?

1.2.

A B

deceleration

A

attack time

turn 2

A

acceleration

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An Influence Map Approach to KitingWhen Can Kiting Be Performed?

1.2.

A B

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An Influence Map Approach to KitingInfluence Map

Abstract information of relevant areas (numerical influence).

Spatial partition (walk tile map).

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An Influence Map Approach to KitingInfluence Map

3 3 3

3 3 3 3 3

3 3 3 3

3 3 3 3 3

3 3 3

Influence Fields

Enemy unit

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An Influence Map Approach to KitingInfluence Map

1 1 1 1 1 1 1

1 1 1 4 4 4 1

3 3 3 4 4

3 3 4 4

3 3 3 4 4

3 3 4 1

1 1

Influence Fields

Walls

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An Influence Map Approach to KitingInfluence Map Example

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An Influence Map Approach to KitingTarget Selection

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An Influence Map Approach to KitingKiting Algorithmtick() {

target = targetSelection();if (canKite(target)) {

kitingAttack(target);} else {

attack(target);}

}

kitingAttack(target) {position = getSecurePosition(actualPos);if (position == actualPos) {

attack(target);} else {

move(position); // flee movement}

}

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Empirical EvaluationExperiment 1 – 1 Vulture vs 6 Zealots

vsSettings:1. Default behavior2. Influence Map (enemy)3. Influence Map (enemy + walls)4. IM + Target Selection (perfect kiting)

After 1.000 games with each setting

Setting 1 2 3 4

Games won

0.0 % 24.9 % 85.5 % 95.2 %

Set. 1 Set. 2 Set. 3 Set. 40

102030405060708090

100

Games won

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Empirical EvaluationExperiment 2 – 4 Vultures vs 6 Zealots

vsSettings:1. Default behavior2. Influence Map (enemy)3. Influence Map (enemy + walls)4. IM + Target Selection (perfect kiting)

After 1.000 games with each setting

Setting 1 2 3 4

Games won

0.0 % 98.8 % 100 % 100 %

Set. 1 Set. 2 Set. 3 Set. 40

102030405060708090

100

Games won

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Empirical EvaluationComparison between experiment 1 and 2

1 2 3 40

102030405060708090

100Mean enemy HP Mean self HP

Settings

% H

it Po

ints

1 2 3 40

20406080

100120140160180200 Mean game time

Settings

Gam

e fr

ames

1 2 3 40

20406080

100120140160180200 Mean game time

Settings

Gam

e fr

ames

Experiment 1 Experiment 2

1 2 3 40

102030405060708090

100Mean enemy HP Mean self HP

Settings

% H

it Po

ints

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Empirical EvaluationExperiment 3 – 1 Full Game

vsSettings:1. Default behavior2. Influence Map (enemy)3. Influence Map (enemy + walls)4. IM + Target Selection (perfect kiting)

After 1.000 games with each setting

Setting 1 4

Games won

17.6 %

96.0 %

Set. 1 Set. 40

102030405060708090

100

Games won

AIIDE 2011 Competition: http://www.youtube.com/watch?feature=player_detailpage&v=xXsx1ma3_ko#t=225s

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Conclusions and Future Work

Conclusions Future work

• Huge improvement when kiting is possible% victories increases 445.45% !!!

• Computationally tractable to be used in real-time conditions

• More complex kiting behavior• Earn time• Ambush (cooperation)