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SoC Team
Outmanoeuvres Rivals in Competition on Artificial Intelligence
in Games
A three-man team from SoC led by Research Fellow Lim Yew Jin,
and including undergraduates Lim Zhan Wei and Travis Ho, has
clinched the top spot in the 2007 ORTS RTS Game AI Competition.
Held on the sides of the scholarly Conference on Artificial
Intelligence and Interactive Digital Entertainment (AIIDE), the
competition is an event that brings together Artificial
Intelligence (AI) researchers and students interested in
real-time strategy (RTS) games. The SoC team beat 11 teams in
the tournament that was held from 28 May to 1 June 2007. Other
universities that had fielded teams in the competition include
University of British Columbia, Canada; University of Michigan,
USA; and Warsaw University, Poland.
RTS games are a genre of computer war-games that unfold
in real time...AI has its place in RTS, being used to
simulate intelligence in the behaviour of non-human players.
AI is also employed to perform a supporting role to human
players...
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Teams participating in the ORTS RTS Game AI Competition
have to work with Open Real-Time Strategy (ORTS), a free
real-time strategy (RTS) game engine operating in
server-client mode. Commercial RTS games typically operate
in peer-to-peer mode, where the entire game state is kept on
the computer of each player, and the software merely hides
the invisible of the game state from the players. Such an
arrangement allows players to tamper with the client
software to see the entire game state and therefore gain an
unfair advantage. In the server-client architecture, as
adopted by ORTS, the game map is stored in the server,
making map-revealing hacking difficult. This exacts a
heavier toll on the AI employed in a game based on ORTS, as
any advantage would have to be wrought from better
engineered AI, rather than opportunistic hacking. Moreover,
the open architecture of ORTS allows users to connect any
client software they prefer, allowing more room for
autonomous AI players to pit their strength with each other,
and for the quality of their underlying engineering to be
compared.
The SoC team entered the competition as a logical extension
of their R&D work in game AI. Specific preparations for the
competition, however, did not begin till it was a mere four
weeks before the start of the competition because of
examinations on campus. To make up for the shortfall in time,
the team decided to focus on the “Strategic Combat” and
“Tactical Combat” categories in the competition. Other
categories include: “Collaborative Pathfinding” and “Complete
RTS Game”. “We all had experience in military training, thanks
to National Service, and I have strong experience in developing
adversarial reasoning programs,” Yew Jin explained. “The going
was slow at the beginning as we had to start from scratch, and
we only got a version that would actually play something without
crashing one week later. While other teams were using the last
three weeks to test their programs, we were only just beginning
to code up our attempt,” he added.
“We had a fierce internal one-up-manship in our team – we
were never satisfied with any strategy we could come up with
and always challenged the other team members to beat our
supposed best strategy. This internal competition allowed us
to garner new insights on how to play the games more
effectively...”
- Lim Yew Jin
Research Fellow & Team Leader
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The team also credited their win to more advanced tactical
combat system, more robust pathfinding routines and better
strategic combat planner.
The winning system was based on the concept of an internal
simulation – the computer constructs an internal representation
of the game state and assigns abstract tasks such as "Hunt for
nearest enemy" or "Defend this base" to a group of units. This
allowed the consideration of possibilities in the future by
performing simulations. During actual execution, the simulation
translated the internal representations of tasks into actual
commands to be executed in the "real" game. Commenting on the
advantage of the design, Yew Jin said: “Once we constructed this
simulation system, it was easy to construct high-level plans
such as "Search and Destroy" – this presumably gave us an edge
over the normal technique of hardcoding the strategy in
programs. As our abstract high-level plan is removed from the
actual execution of orders, we effectively could discuss a
high-level strategy over lunch, and encode it into an actual
strategy for our program in less than a day.”
Yew Jin’s research interests are high-performance search,
artificial intelligence in games and machine learning. He has
worked extensively on adversarial reasoning in games,
particularly on methods to deal with the high branching factors
of adversarial reasoning for his PhD thesis. He currently
focuses on R&D in developing new technologies to cope with
complexities of modern computer games, such as real-time
strategy (RTS) and first-person shooters (FPS).
It was Zhan Wei’s first time taking part in an RTS AI
competition. However, the Computer Engineering major is no
stranger to other types of IT-related competitions, having twice
participated in Singapore Robotics Games in 2001 and 2002, and
in National Software Competition Algorithm twice before that.
Travis has a long personal history in games development. He has
been pursuing his passion of building computer games since his
primary school days. Among his many game development projects is
a real-time strategy game entitled “Teridian Shadow” which he
co-developed with a friend. The game was awarded a place at the
MILIA Game Developer Village Showcase in Cannes, France in 2002.
Travis is pursuing Computational Biology studies in SoC.
Videos demonstrating the team’s AI may be found
here.
Information on the competition may be found
here.
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