Portfolio greedy search and simulation for large-scale combat in starcraft

David Churchill, M. Buro
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引用次数: 124

Abstract

Real-time strategy video games have proven to be a very challenging area for applications of artificial intelligence research. With their vast state and action spaces and real-time constraints, existing AI solutions have been shown to be too slow, or only able to be applied to small problem sets, while human players still dominate RTS AI systems. This paper makes three contributions to advancing the state of AI for popular commercial RTS game combat, which can consist of battles of dozens of units. First, we present an efficient system for modelling abstract RTS combat called SparCraft, which can perform millions of unit actions per second and visualize them. We then present a modification of the UCT algorithm capable of performing search in games with simultaneous and durative actions. Finally, a novel greedy search algorithm called Portfolio Greedy Search is presented which uses hill climbing and accurate playout-based evaluations to efficiently search even the largest combat scenarios. We demonstrate that Portfolio Greedy Search outperforms state of the art Alpha-Beta and UCT search methods for large StarCraft combat scenarios of up to 50 vs. 50 units under real-time search constraints of 40 ms per search episode.
星际争霸中大规模战斗的组合贪婪搜索与模拟
即时战略电子游戏已被证明是人工智能应用研究的一个非常具有挑战性的领域。由于它们的巨大状态和行动空间以及实时限制,现有的AI解决方案已经被证明太慢,或者只能应用于小问题集,而人类玩家仍然主导着RTS AI系统。本文为提高流行的商业RTS游戏战斗的AI状态做出了三方面的贡献,这些战斗可能包含数十个单位的战斗。首先,我们提出了一个有效的系统,用于模拟抽象的RTS战斗,称为SparCraft,它可以每秒执行数百万个单位动作并将其可视化。然后,我们提出了UCT算法的修改,能够在具有同步和持续动作的游戏中执行搜索。最后,提出了一种新的贪心搜索算法组合贪心搜索,该算法利用爬坡和基于精确播放的评估来有效地搜索最大的战斗场景。我们证明了组合贪婪搜索在每个搜索章节40毫秒的实时搜索约束下,在多达50个单位的大型星际争霸战斗场景中优于最先进的Alpha-Beta和UCT搜索方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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