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The challenges of developing a good AI to ever more complex games

 
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The challenges of developing a good AI to ever more com... - 9/3/2004 11:01:51 AM   
Panzer76


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First off, this is not a stab at WitP, more a comment of a industry problem. And that problem is the development of decent AIs.

The problem lies in the ever more complex nature of the games. Many of the old strategic games had out right good "AI", becasue the choices you had was very limited. Within this very strict framework, the AI could do senisble choices, less parameters to worry about.

These days, and for the past recent years it has become more and more obvious that the main obstacle facing good war games is the AI. You now have games that functions on the tactical / operations / strategy / operational levels, and while an AI usually can do OK when confined to tactics or even operations, the holistic perspective is lost.

Even tactical games, like Combat Mission, where the AI does not cheat, has problems coping with its "bigger issue", but does ok on a unit to unit basis.

This layering in the games are problematic for an AI which is uncapable of learning and rememebering. As any developer can tell you, the development of the AI is a time sink, because it never gets finished. You reach (hopefully) an acceptable level and then leave it. After that the returns on further development time is limited and shrinking.

So, where does this leaves us, the players, the users?

Well, as I can see, there are a few different possibilities.

1. Multiplayer only. Saves alot of time, focus on game mechanics instead. Works great for short attention span games like shooters, not so good for longer, turn based games. Right out unaccaptble for huge games like WitP due to the huge time requirements. (for most people) If you start playing the grand campaign in WitP over PBEM, you will almost for certain never finish it.

2. Accept a bad/mediocre AI. Well, seems this is pretty evident in many games already. And in an effort to compensate for the lacking AI, it gets various bonuses, which is anoher word for it cheating.

3. Development of an industry standard/engines? Would it be possible, in the same sense as you have audio and graphical standards, like DirectX one could develop a AI standard which developers could use?

Alternativly, could a AI engine be developed and others could license it in the same sense as you would lisense the Havoc physics engine or Source gfx engine?

This would really be more of an business idea (Panzer makes a note of it).

Anyhow, ultimatly we have to accept that an AI will perhaps never, and atleast not for a long time be as challenging as a skilled human opponent. But, does that mean we should accept bad AIs? Ofcource, what is a bad AI is a matter of discussion.

Again, before I get flamed too much, this post is not specifically targeted at WitP, but on a growing industry problem.

Cheers,

Panzer




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< Message edited by Panzer76 -- 9/3/2004 9:10:37 PM >


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Cheers,
Panzer

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Post #: 1
RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:06:19 AM   
Ron Saueracker


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Probably easier to cure cancer. Big, big undertaking. Compensation forhuge effort probably not worth it.

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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:28:06 AM   
The Dude

 

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totally agree with you
while we are wishing, can i get hangover free liquor

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:30:18 AM   
steveh11Matrix


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Not quite as bad as that, surely. I like the idea of the licensed 'plug-in' module.

For me, PBEM is out of the question. FTF/Hotseat or (more likely) vs the ai, so an ai that I haven't 'solved' or that doeas something a little different each time is a good thing!

Steve.

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:39:16 AM   
Ron Saueracker


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quote:

ORIGINAL: steveh11Matrix

Not quite as bad as that, surely. I like the idea of the licensed 'plug-in' module.

For me, PBEM is out of the question. FTF/Hotseat or (more likely) vs the ai, so an ai that I haven't 'solved' or that doeas something a little different each time is a good thing!

Steve.


I used to play hotseat games of GG's Guadalcanal Campaign, Bomb Alley, North Atlantic '86, Carrier Strike...list goes on. I used to be quite a fan of his games...best on the market at one point. Had a buddy who was totally hooked and we'd just play for hours on end. PBEM is the only way to go now, though. Hard to find players who are into hard core games. It's all flight sims or real time crap now.

I actually play a little game called Tropico to kill time once in awhile. One of the few games which has endless replayability. Not exactly a wargame but I find it endlessly alluring. Don't flame me for this!!!

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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:46:40 AM   
steveh11Matrix


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Hi Ron! For me, playing against another guy is a social thing, so FTF is the only way to go. I have one player near(ish)by and we 'indulge' occasionally. For FTF play however I prefer good old low-tech miniatures or counters, though.

I've heard a lot of people saying "Play PBEM!", but what they don't understand is that I want to play on my schedule, and that I get as much fun playing with the game(s) as actually playing them. It's a classic case of "What floats your boat".

Steve.

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:54:52 AM   
Ron Saueracker


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quote:

ORIGINAL: steveh11Matrix

Hi Ron! For me, playing against another guy is a social thing, so FTF is the only way to go. I have one player near(ish)by and we 'indulge' occasionally. For FTF play however I prefer good old low-tech miniatures or counters, though.

I've heard a lot of people saying "Play PBEM!", but what they don't understand is that I want to play on my schedule, and that I get as much fun playing with the game(s) as actually playing them. It's a classic case of "What floats your boat".

Steve.


Got that right. FTF is a hoot when the combat replay is on and the pair of ya are tied to the screen, hooting and hollering like your at a college football game. Some of the language got quite impressive. Sign of a good game. PBEM is OK but it does not have the immediate element.

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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 12:20:39 PM   
Sneer


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I do not know mechanics of WITP
but I always thought that such scale game has multi- layered scripts.
one for aiming strategic targets ,defining threats and assigning troops. - this one is responsible for elastic play
second for carring out operations ( landing, defence, conwoys etc)
third defininig how actually troops behave.
Looks like there is nothing like the first one in WITP where a defined list of second stage scripts run AI.

I'm not an expert but this way I look at strategic games like this

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 1:20:40 PM   
Captain Cruft


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It seems to me the only practical answer to this is to allow users to script their own AIs. The main reason developers churn out cr*p is because it's not worth them expendng the time and effort. On the other hand, it may be worth it to the users.

You're still not going to match a human player like this but I do believe there is scope for a lot of improvement.

The Lua embeddable scripting language might be a good technical solution as to how to provide the functionality ...

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 2:10:34 PM   
Moquia


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Direct AI already exist. Don’t know how useful it is for strategic games though.

DirectAI

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 4:28:10 PM   
Kitakami


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Having actually had to program a learning AI for the simple game of Pente, I have an appreciation for what it takes to program a system that actually learns from its own (and the enemy's) mistakes.

The programming side of it is a large undertaking, and I do not think you could do a generic AI that covers every type of game... it would have to take too much into account. The problem with that is the fact that a specialized AI would, although technically a success, not be an economic success :(

And to the above you have to add the fact that the knowledge databases would grow, and grow, and grow... the more you play, the bigger they'd get (that's how you store knowledge for the system).

And if you want the system to be efficient, you'd have a server online, where all the registered copies of the game would dump what they have learned from the player(s) that use them, and distribute the knowledge to all the copies by means of AI updates. Otherwise a registered copy would only learn from the local players, and a player with a different style might throw it into a fit.

Doable? Yes. Worth the while of whoever does it? Don't know. But if it ever gets done, count on an industry award, because a good AI is almost a dream that can't be reached... yet.

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 6:40:00 PM   
Mike Scholl

 

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But it would be nice if you could get it to the point where if it "gets hurt" a couple
of times in an area, it would try to avoid that area while beating down whatever
unit(s) were causing it's pain. If a child can learn to avoid a hot stove, it would
seem that an AI could be programmed to avoid sailing TF after TF into harms way
without taking the slightest action to suppress or eliminate the source of the harm.
It does have access to ALL the information in the game.

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 7:20:53 PM   
Mr.Frag


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quote:

But it would be nice if you could get it to the point where if it "gets hurt" a couple
of times in an area, it would try to avoid that area while beating down whatever
unit(s) were causing it's pain. If a child can learn to avoid a hot stove, it would
seem that an AI could be programmed to avoid sailing TF after TF into harms way
without taking the slightest action to suppress or eliminate the source of the harm.
It does have access to ALL the information in the game.


Mike, that logic would be completely valid if the AI tracked multiple turns worth of events. It could see that there was a problem "Stove is hot" and remember "I got burned here last time" coupled with a reverse trigger event "stove is cold now". Thats a reactionary system where things become learned based on things going wrong.

I don't think the WitP engine runs as a reactionary system. It seems to be an evaluation type system where it checks each turn to see if a set of conditions exist that would warrant a change "Air Bal = xxx" and chooses to do something else.

To get such a system, the game would have to track trends. That tracking obviously increases the memory and horsepower requirements in an exponential scale. (the farther you track, the more it increases). I doubt very much that type of system (although it would be fantastic) can be done on a PC based platform beyond more then a hundred units or so. WitP has roughly 12,000 ships/planes/ground units.

I'm all for it, but I think we are still years away from the horsepower required.

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 7:33:17 PM   
Knavey

 

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quote:

ORIGINAL: Mr.Frag



I'm all for it, but I think we are still years away from the horsepower required.


But you know what...at one point we were still years away from being able to make a game like WitP...so I suppose that probably within the next ten years we might see something that comes closer to the expectations that players have for an AI enemy.

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 7:40:44 PM   
Mr.Frag


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quote:

ORIGINAL: Knavey

quote:

ORIGINAL: Mr.Frag



I'm all for it, but I think we are still years away from the horsepower required.


But you know what...at one point we were still years away from being able to make a game like WitP...so I suppose that probably within the next ten years we might see something that comes closer to the expectations that players have for an AI enemy.


Certainly hope so, but have been watching a rather negative trend in new software development over the years. The ever increasing flood of piracy is bringing us closer and closer to the end of all PC based gaming software. I normally buy 20+ games a year. This year has been sad. 5 total. I play all types of games *except* FPS (really tough to play a 2 handed game when only one hand works - did I mention strokes are fun?)

It is a great thing that so many developers have found a home at Matrix. I look back over the years and remember such greats like 360, atomic, SSI, talonsoft and come here seeing most of the skill hiding in some new company that Matrix supports. Probably why I support these guys so much ... afraid of what will happen once they are gone.

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 7:40:53 PM   
Thayne

 

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For the AI problem, I do not think that any solution would work short of a PBEM server where players email their games to the AI computer (which then learns from multiple games with different players), who then resolves the turn and emails back the moves.

This, of course, is only going to be possible for the more popular games -- it will not be cost effective otherwise.

Such a system would not need so much heavy programming. The game designers themselves can see what is happening in different games and make adjustments -- not necessarily waiting for the AI to learn from its mistakes, but instead forcing adjustments on the computer. Which, then, will affect all of the games that server is playing.

I can see no other cost-effective way for that portion of the game industry to advance.

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 7:49:05 PM   
Mr.Frag


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quote:

ORIGINAL: Thayne

For the AI problem, I do not think that any solution would work short of a PBEM server where players email their games to the AI computer (which then learns from multiple games with different players), who then resolves the turn and emails back the moves.

This, of course, is only going to be possible for the more popular games -- it will not be cost effective otherwise.

Such a system would not need so much heavy programming. The game designers themselves can see what is happening in different games and make adjustments -- not necessarily waiting for the AI to learn from its mistakes, but instead forcing adjustments on the computer. Which, then, will affect all of the games that server is playing.

I can see no other cost-effective way for that portion of the game industry to advance.


Now thats a nifty thought ...

A PBEM dumping ground where you pick a side ... stored there are a whole bunch of games for that side to enter their orders.

You get the file, enter the orders, them submit it back ...

Other players download that turn ... do their stuff, pump it back up.

No one actually owns any game, they all just play that turn to the best of their abilities


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RE: The challenges of developing a good AI to ever more... - 9/3/2004 8:06:06 PM   
Popoi

 

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I'm thinking multilayered scripts that are USER programmable... that would give the modding community something interesting to think about.

Using neural networks or other semi-non-determinitstic technologies i do not see as viable.. the testing would have to be insane to make sure the AI all of a sudden didn't decide to stack all units into korea, convert all planes to kamikazes and scuttle all his ships.

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 8:43:36 PM   
ZOOMIE1980

 

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quote:

ORIGINAL: Captain Cruft

It seems to me the only practical answer to this is to allow users to script their own AIs. The main reason developers churn out cr*p is because it's not worth them expendng the time and effort. On the other hand, it may be worth it to the users.

You're still not going to match a human player like this but I do believe there is scope for a lot of improvement.

The Lua embeddable scripting language might be a good technical solution as to how to provide the functionality ...


This is the next silver bullet possibly. I think wargame developers, though, are going to eventually have to adobt structured disk assess data management where volatile data resides in a structured disk based system, like an RDBMS. Turn based strategy are not particularly high performance, high throughput designs, but they tend to cart around comparitively larges amounts of data. With something like that you can use sort of an "Expert System" type approach to make much more sophisticated AI's without unduely beating up system performance. And you can provide abilities for players to design their own AI's as well. And system performanace is always skyrocketing. You can now by 2GHz 512MB+ RAM systems for under $1000 (US) and there are a number of good, high perfomance, public domain database engines out there so software toolkit costs are not an issue.

Speaking of performance, on a side note, does anyone have any idea why, sitting totally idle, WitP consumes 85-95% of the CPU cycles on any machine it is installed on???? I've know they probably cache up all their bitmaps into memory at startup which explains the high memory utilization, but I don't get the CPU utilization? Sitting idle, the thing should be almost 0%, but it's not????

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RE: The challenges of developing a good AI to ever more... - 9/3/2004 8:46:11 PM   
ZOOMIE1980

 

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quote:

ORIGINAL: Mike Scholl

But it would be nice if you could get it to the point where if it "gets hurt" a couple
of times in an area, it would try to avoid that area while beating down whatever
unit(s) were causing it's pain. If a child can learn to avoid a hot stove, it would
seem that an AI could be programmed to avoid sailing TF after TF into harms way
without taking the slightest action to suppress or eliminate the source of the harm.
It does have access to ALL the information in the game.


Sanity checks. The AI needs to periodically ensure it is not going INSANE or it's opponent is not going insane.

(in reply to Mike Scholl)
Post #: 20
RE: The challenges of developing a good AI to ever more... - 9/3/2004 8:50:10 PM   
ZOOMIE1980

 

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quote:

ORIGINAL: Kitakami

Having actually had to program a learning AI for the simple game of Pente, I have an appreciation for what it takes to program a system that actually learns from its own (and the enemy's) mistakes.

The programming side of it is a large undertaking, and I do not think you could do a generic AI that covers every type of game... it would have to take too much into account. The problem with that is the fact that a specialized AI would, although technically a success, not be an economic success :(

And to the above you have to add the fact that the knowledge databases would grow, and grow, and grow... the more you play, the bigger they'd get (that's how you store knowledge for the system).

And if you want the system to be efficient, you'd have a server online, where all the registered copies of the game would dump what they have learned from the player(s) that use them, and distribute the knowledge to all the copies by means of AI updates. Otherwise a registered copy would only learn from the local players, and a player with a different style might throw it into a fit.

Doable? Yes. Worth the while of whoever does it? Don't know. But if it ever gets done, count on an industry award, because a good AI is almost a dream that can't be reached... yet.


Yes, economics is the main reason game AI's are still at about the same state they were in the 1980's. There is no economic reason for a game publisher to finance such ventures. Probably going to take a significant OpenSource effort under a GPL license, by techies who have an intrest in this area to ever come up with something useful that could then, in turn, be used by for-profit game developers to ship games with better AI's. And a client-server architecture (even both run ont he same machine) would probably be a mandatory thing in such efforts.

(in reply to Kitakami)
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RE: The challenges of developing a good AI to ever more... - 9/3/2004 10:11:06 PM   
vorkosigan


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From: Barcelona, Spain
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quote:

This is the next silver bullet possibly. I think wargame developers, though, are going to eventually have to adobt structured disk assess data management where volatile data resides in a structured disk based system, like an RDBMS. Turn based strategy are not particularly high performance, high throughput designs, but they tend to cart around comparitively larges amounts of data. With something like that you can use


Take a look on HTTR. Just from observing the game behaviour, overall design and developers background (look at Panther Games website) I must admit that those aussie guys have achieved a real breakthrough on the 'Dumb AI front'.

HTTR AI plans. This is, the Computer player (at the tactical/operational level) chooses a set of goals, and lays down an strategy ('sequence of moves') that try to maximize success likelihood while minimizing risks/costs. This might sound like rocket science (it is, just ponder the planning ability of the Mars Rovers which were using these same algorithms). But the algorithms for making this work have been laying around for thirty years.

I think that an on-line learning AI system deployed on a commercial product is non-sense. It is easier/more economical to devise a system that learns but that is trained in the development/beta-testing phase. It is not meant to be a robot free to roam your house - but a robot designed to 'roam' in a virtual, synthetic world were physics and complexity/chaos is controlled by a human ( yeah, brilliant but still human). Suitable learning algorithms for this could be the ones known collectivelly as 'reinforcement learning'.

Still, there could no need at all to 'train' the system. Just take and interview a few chosen, well-respected grognards, profile them and use these 'user profiles' to build the backbone of the AI 'experience'.

But unfortunately, I don't think that applying this technology on the wargaming software industry. Mainly because profit-seeking projects have their own characteristic constraints: time and budget. Defence and space exploration also must battle with this, but the resources at their disposal are several orders of magnitude bigger than usual game development ones.

However, a mixed open source/free software enterprise could do this. First, there is the pioneering spirit ( two guys in a garage can be very dangerous ). And second, it can make profits. Just that one does not try to sell the 'software' (which is a funny idea after all if we look at it objectively), but one sells the artwork, the historic research, the scenarios or the trained computer players...

PS: Sorry for any misspelled word or funny English sentence. I broke my left arm last weekend an I am Spanish :S

(in reply to ZOOMIE1980)
Post #: 22
RE: The challenges of developing a good AI to ever more... - 9/3/2004 10:22:10 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
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quote:

ORIGINAL: vorkosigan

quote:

This is the next silver bullet possibly. I think wargame developers, though, are going to eventually have to adobt structured disk assess data management where volatile data resides in a structured disk based system, like an RDBMS. Turn based strategy are not particularly high performance, high throughput designs, but they tend to cart around comparitively larges amounts of data. With something like that you can use


Take a look on HTTR. Just from observing the game behaviour, overall design and developers background (look at Panther Games website) I must admit that those aussie guys have achieved a real breakthrough on the 'Dumb AI front'.

HTTR AI plans. This is, the Computer player (at the tactical/operational level) chooses a set of goals, and lays down an strategy ('sequence of moves') that try to maximize success likelihood while minimizing risks/costs. This might sound like rocket science (it is, just ponder the planning ability of the Mars Rovers which were using these same algorithms). But the algorithms for making this work have been laying around for thirty years.

I think that an on-line learning AI system deployed on a commercial product is non-sense. It is easier/more economical to devise a system that learns but that is trained in the development/beta-testing phase. It is not meant to be a robot free to roam your house - but a robot designed to 'roam' in a virtual, synthetic world were physics and complexity/chaos is controlled by a human ( yeah, brilliant but still human). Suitable learning algorithms for this could be the ones known collectivelly as 'reinforcement learning'.

Still, there could no need at all to 'train' the system. Just take and interview a few chosen, well-respected grognards, profile them and use these 'user profiles' to build the backbone of the AI 'experience'.

But unfortunately, I don't think that applying this technology on the wargaming software industry. Mainly because profit-seeking projects have their own characteristic constraints: time and budget. Defence and space exploration also must battle with this, but the resources at their disposal are several orders of magnitude bigger than usual game development ones.

However, a mixed open source/free software enterprise could do this. First, there is the pioneering spirit ( two guys in a garage can be very dangerous ). And second, it can make profits. Just that one does not try to sell the 'software' (which is a funny idea after all if we look at it objectively), but one sells the artwork, the historic research, the scenarios or the trained computer players...

PS: Sorry for any misspelled word or funny English sentence. I broke my left arm last weekend an I am Spanish :S



Yep, HTTR is great, but you will also note that Dave is quite clear in all his posts that there is a finite limit to how many units he can handle based on horsepower of machines. It's that old "I can do fantastic ai for 1 unit or great ai for 100 units or average ai for 1000 units or poor ai for 10000 units."

I am amazed at what the AI in WitP *can* do considering 12,000 units.

(in reply to vorkosigan)
Post #: 23
RE: The challenges of developing a good AI to ever more... - 9/3/2004 10:30:06 PM   
ZOOMIE1980

 

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quote:

ORIGINAL: vorkosigan

quote:

This is the next silver bullet possibly. I think wargame developers, though, are going to eventually have to adobt structured disk assess data management where volatile data resides in a structured disk based system, like an RDBMS. Turn based strategy are not particularly high performance, high throughput designs, but they tend to cart around comparitively larges amounts of data. With something like that you can use


Take a look on HTTR. Just from observing the game behaviour, overall design and developers background (look at Panther Games website) I must admit that those aussie guys have achieved a real breakthrough on the 'Dumb AI front'.

HTTR AI plans. This is, the Computer player (at the tactical/operational level) chooses a set of goals, and lays down an strategy ('sequence of moves') that try to maximize success likelihood while minimizing risks/costs. This might sound like rocket science (it is, just ponder the planning ability of the Mars Rovers which were using these same algorithms). But the algorithms for making this work have been laying around for thirty years.

I think that an on-line learning AI system deployed on a commercial product is non-sense. It is easier/more economical to devise a system that learns but that is trained in the development/beta-testing phase. It is not meant to be a robot free to roam your house - but a robot designed to 'roam' in a virtual, synthetic world were physics and complexity/chaos is controlled by a human ( yeah, brilliant but still human). Suitable learning algorithms for this could be the ones known collectivelly as 'reinforcement learning'.

Still, there could no need at all to 'train' the system. Just take and interview a few chosen, well-respected grognards, profile them and use these 'user profiles' to build the backbone of the AI 'experience'.

But unfortunately, I don't think that applying this technology on the wargaming software industry. Mainly because profit-seeking projects have their own characteristic constraints: time and budget. Defence and space exploration also must battle with this, but the resources at their disposal are several orders of magnitude bigger than usual game development ones.

However, a mixed open source/free software enterprise could do this. First, there is the pioneering spirit ( two guys in a garage can be very dangerous ). And second, it can make profits. Just that one does not try to sell the 'software' (which is a funny idea after all if we look at it objectively), but one sells the artwork, the historic research, the scenarios or the trained computer players...

PS: Sorry for any misspelled word or funny English sentence. I broke my left arm last weekend an I am Spanish :S



Game developers, first, have to get over their tendancy to re-invent every wheel ever invented every time they strike off on a new project. There is a real dirth of third party tools in use in the gaming industry and that is because these guys always feel the need to roll their own. Hell, the few that are slowly moving the disk based management systems are, yet again, mostly rolling their own???? It is a paradigm rut they're stuck in. That "we've always done it that way" nonsense. It's why so many still program their systems in procedural 'C' that the rest of the software development world left behind over a decade ago, and design software and development environments as if they are still writing for old defunct, 640K DOS on 386's.

Like I've said before, the gaming industry as a whole needs a Christianity style reformation. A renneassaince of sorts. Once that happens, then a lot of these kind of ideas might have a chance to be explored. But until then, we are largely going to be stuck with same basic AI's we've got and have had now for almost 20 years....

(in reply to vorkosigan)
Post #: 24
RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:10:38 PM   
vorkosigan


Posts: 28
Joined: 4/27/2004
From: Barcelona, Spain
Status: offline
quote:

Yep, HTTR is great, but you will also note that Dave is quite clear in all his posts that there is a finite limit to how many units he can handle based on horsepower of machines. It's that old "I can do fantastic ai for 1 unit or great ai for 100 units or average ai for 1000 units or poor ai for 10000 units."


Hmmm, I think we need to get creative when we talk about the term 'unit'. First, we should take apart the concept of counter ( the physical representation of things on the board i.e. what can move, kill an die) from that of organization.

Now I don't fully have time to ellaborate on this, but I promise to expose my (hopefully) points in next posts.

(in reply to Mr.Frag)
Post #: 25
RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:19:11 PM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
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quote:

ORIGINAL: vorkosigan

quote:

Yep, HTTR is great, but you will also note that Dave is quite clear in all his posts that there is a finite limit to how many units he can handle based on horsepower of machines. It's that old "I can do fantastic ai for 1 unit or great ai for 100 units or average ai for 1000 units or poor ai for 10000 units."


Hmmm, I think we need to get creative when we talk about the term 'unit'. First, we should take apart the concept of counter ( the physical representation of things on the board i.e. what can move, kill an die) from that of organization.

Now I don't fully have time to ellaborate on this, but I promise to expose my (hopefully) points in next posts.


Sounds like the starting material for a SourceForge project???

(in reply to vorkosigan)
Post #: 26
RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:29:10 PM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

Hmmm, I think we need to get creative when we talk about the term 'unit'. First, we should take apart the concept of counter ( the physical representation of things on the board i.e. what can move, kill an die) from that of organization.


Sure, but really it is quite simple.

A unit is defined as the smallest element capable of independant action.

Anything smaller is simply an element of a unit as it can not act on it's own and does not need to be tracked.

You can destroy elements within the unit which may alter the performance of the unit, but at the ai level, only the unit must be dealt with.

You as a developer choose what defines a unit and this sets the overall tone for the entire game. The lower the unit in the structure, the more tactical the game becomes.

WitP strikes a really weird mix having some level low level tactical units (individual pilots) making it tactical yet on the high end Task Forces or Divisions (operational and strategic). HTTR sits purely at one level and runs the entire game at that level which makes for a much simpler logic problem to soluton. (no critique aimed at either party obviously, both are excellent and I recommend both highly)

(in reply to vorkosigan)
Post #: 27
RE: The challenges of developing a good AI to ever more... - 9/3/2004 11:53:52 PM   
Grotius


Posts: 5798
Joined: 10/18/2002
From: The Imperial Palace.
Status: offline
If you'd like to read an interesting discussion of a new massive-wargame-AI project, the AI designer for Matrix's version of "War in Flames" has been posted some of his ideas for that game's AI. That guy, Robert Crandall, says AI is the most "fun" part of a computer wargame project, which is interesting. Here's more:

quote:

The AI architecture has not been set yet but it will doubtless be some sort of layered hierarchy of finite state machines within a subsumtive framework. (Don't worry if that is Greek to you - it means a fairly conventional job, thats all). Some of the problems posed towards the middle layer of the AI sound like they would lend themselves to a scripting solution so there might well be a 'playbook' aspect too.

Something that I have not done yet in my games but would be fun to do is to give the the fsm agents a 'memory' of what they have done so far. That would really help with 'maintenance of the objective' issues in the short run, and would open up all kinds of possibilities more generally. Once you have a memory you can start to do all kinds of other things, one of which is simple learning.

Will it be fancy? Nope, not to start but it might actually reduce the complexity of the AI in the long run rather than increase it. Instead of working out all the combinations and permutations for all possible action in code it might become possible to do a simple look up of all ~matching instances in a database of memories and estimate probable outcomes based on what it finds - that sort of thing. That makes me really, really interested in pursuing it!


And this:

quote:

It will never have a killer AI, but it should have a sufficiently competent one to teach a newcomer some of the basics and to provide useful filler players in a multiplayer game if desired. Beyond that I cannot really say yet.

AI is the most fun part of any game project and I'm sure that there will be continual development over many years to come in the MWIF AI. At least some of it will be exposed so that interested parties can tweak weightings, etc. For version 1, our goals will be quite modest - honestly, there is no other way to do it!


These posts are on the second page of the thread entitled "AI/No AI" in the WIF forum. See

http://www.matrixgames.com/forums/tm.asp?m=640847

(in reply to Mr.Frag)
Post #: 28
RE: The challenges of developing a good AI to ever more... - 9/4/2004 12:04:02 AM   
ZOOMIE1980

 

Posts: 1284
Joined: 4/9/2004
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quote:

ORIGINAL: Grotius

If you'd like to read an interesting discussion of a new massive-wargame-AI project, the AI designer for Matrix's version of "War in Flames" has been posted some of his ideas for that game's AI. That guy, Robert Crandall, says AI is the most "fun" part of a computer wargame project, which is interesting. Here's more:

quote:

The AI architecture has not been set yet but it will doubtless be some sort of layered hierarchy of finite state machines within a subsumtive framework. (Don't worry if that is Greek to you - it means a fairly conventional job, thats all). Some of the problems posed towards the middle layer of the AI sound like they would lend themselves to a scripting solution so there might well be a 'playbook' aspect too.

Something that I have not done yet in my games but would be fun to do is to give the the fsm agents a 'memory' of what they have done so far. That would really help with 'maintenance of the objective' issues in the short run, and would open up all kinds of possibilities more generally. Once you have a memory you can start to do all kinds of other things, one of which is simple learning.

Will it be fancy? Nope, not to start but it might actually reduce the complexity of the AI in the long run rather than increase it. Instead of working out all the combinations and permutations for all possible action in code it might become possible to do a simple look up of all ~matching instances in a database of memories and estimate probable outcomes based on what it finds - that sort of thing. That makes me really, really interested in pursuing it!


And this:

quote:

It will never have a killer AI, but it should have a sufficiently competent one to teach a newcomer some of the basics and to provide useful filler players in a multiplayer game if desired. Beyond that I cannot really say yet.

AI is the most fun part of any game project and I'm sure that there will be continual development over many years to come in the MWIF AI. At least some of it will be exposed so that interested parties can tweak weightings, etc. For version 1, our goals will be quite modest - honestly, there is no other way to do it!


These posts are on the second page of the thread entitled "AI/No AI" in the WIF forum. See

http://www.matrixgames.com/forums/tm.asp?m=640847


I would agree wholeheartedly with that assessment. The AI aspect of game development, for me, would be the central focus of anything I would choose to work on. I find that part of a game, from a development perspective, to be, by far, the most compelling aspect of a game project.

And once again, his "memory" take seems taylor made for employing the use of an RDBMS and a client-server architecture.

< Message edited by ZOOMIE1980 -- 9/3/2004 10:05:52 PM >

(in reply to Grotius)
Post #: 29
RE: The challenges of developing a good AI to ever more... - 9/4/2004 12:11:30 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
quote:

I would agree wholeheartedly with that assessment. The AI aspect of game development, for me, would be the central focus of anything I would choose to work on. I find that part of a game, from a development perspective, to be, by far, the most compelling aspect of a game project.


It is *also* the most expensive time consuming portion of any game.

Go find someone to fund you for 2 years while you write your game Zoomie

(in reply to ZOOMIE1980)
Post #: 30
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