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Automated Planning & Computer Games: Perspectives and Applications

Automated Planning & Computer Games: Perspectives and Applications. Hector Munoz-Avila. General-Purpose Planning: State & Goals. Initial state : (on A Table) (on C A) (on B Table) (clear B) (clear C) Goals : (on C Table) (on B C) (on A B) (clear A). A. Initial state. Goals. C. B. A. B.

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Automated Planning & Computer Games: Perspectives and Applications

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  1. Automated Planning & Computer Games: Perspectives and Applications Hector Munoz-Avila

  2. General-Purpose Planning: State & Goals • Initial state: (on A Table) (on C A) (on B Table) (clear B) (clear C) • Goals: (on C Table) (on B C) (on A B) (clear A) A Initial state Goals C B A B C (Ke Xu)

  3. No block on top of ?x No block on top of ?y nor ?x transformation On table General-Purpose Planning: Operators Operator: (Unstack ?x) • Preconditions: (on ?x ?y) (clear ?x) • Effects: • Add: (on ?x table) (clear ?y) • Delete: (on ?x ?y) ?x ?y ?y ?x … …

  4. Planning: Search Space C A B C A B C B A B A C B A C B A B C C B A B A C A C A A B C B C C B A A B C (Michael Moll)

  5. Some Examples Which of the following problems can be modeled as AI planning problems? • Route search: Find a route between Lehigh University and the Naval Research Laboratory • Project management: Construct a project plan for organizing an event (e.g., the Musikfest) • Military operations: Develop an air campaign • Information gathering: Find and reserve an airline ticket to travel from Newark to Miami • Game playing: plan the behavior of a computer controlled player • Resources control: Plan the stops of several of elevators in a skyscraper building. Answer: ALL!

  6. state • plan We are going to discuss these forms • Hierarchical • Disjunctive plans Classes of General-Purpose Planners General purpose planners can be classified according to the space where the search is performed: • SAT

  7. State of the world State- and Plan-Space Planning • State-space planners transform the state of the world. These planners search for a sequence of transformations linking the starting state and a final state (total order) • Plan-space planners transform the plans. These planners search for a a plan satisfying certain conditions (partial-order, least-commitment)

  8. Why Plan-Space Planning? • 1. Motivation: “Sussman Anomaly” • Two subgoals to achieve: (on A B) (on B C) A C B A B C

  9. Why Plan-Space Planning? • Problem of state-space search: • Try (on A B) first: • put C on the Table, then put A on B • Accidentally wind up with A on B when B is still on the Table • We can not get B on C without taking A off B • Try to solve the first subgoal first appears to be mistaken A A B C A B C B C

  10. But… Does Automated Planning has any use in Computer Games? F.E.A.R. not! • Intro: http://www.youtube.com/watch?v=iNiss2ccDjA • Combat sequence

  11. Implementation Points in FEAR • Goal • Three categories of gaming goals • Relaxed • Investigative • Aggressive • Planner Search: state-space planning • World Representation: compiled in a data structure • Planner Optimization: compiled operators, heuristics (factoring the gaming goals)

  12. positioned Enemy attacked Attack Weapon ready preconditions effects Automated Planning: Uses in Games • AI paradigm used to implement opponent’s behavior in FEAR (see previous class) • Automated Planning is used to gain flexibility in designing Game AI behavior • An action:

  13. positioned Stay-put FEAR defines 30+ such actions. So could generate many plans. How else could we use to create an opponent AI? positioned Take cover positioned Ammo loaded Enemy attacked Attack Prepare Weapon Weapon is ready Weapon is ready Holding weapon Example FSMs (Project 1) How many plans can we generate to achieve Enemy attacked?

  14. Declared as a C++ procedure: Action Attack() { if (positioned && WeaponISReady) EnemyAttacked = true; } positioned Enemy attacked Attack Weapon is ready Declared as a variable in standard C++: Boolean EnemyAttacked; Optimization: Representation • Discussion points: • Complexity versus an standard AI planner • So why AI planners do not adopt this?

  15. Optimization: Search C A B C A B C B A B A C B A C B A B C C B A B A C A C A A B C B C C B A A B C (Michael Moll)

  16. Implementation Continued

  17. Implementation Continued • Operators are represented as code • Allows fast running time evaluation

  18. Patrol • Preconditions: No Monster • Effects: patrolled • Fight • Preconditions: Monster in sight • Effects: No Monster FSM: Monster In Sight Planning Operators Patrol Fight No Monster A resulting plan: Monster in sight No Monster patrolled Fight Patrol FSM vs AI Planning (for details see Stanislav’s presentation) Neither is more powerful than the other one

  19. Patrol • Preconditions: No Monster • Effects: patrolled • Fight • Preconditions: Monster in sight • Effects: No Monster … reasoning knowledge Many potential plans: Planning Operators Fight Fight Fight Fight Fight Patrol Patrol Patrol Patrol Patrol … Planning Gives More Flexibility But Developer May Loose Control • “Separates implementation from data” --- Orkin If conditions in the state change making the current plan unfeasible: replan!

  20. Travel(UMD, Lehigh) Travel(UMD,National) Travel by car Taxi(UMD,UMD-Metro) Travel by plane Metro(UMD-Metro,National) Fly(National, L.V. International) Travel(L.V. Int’nal,Lehigh) Enough money for air fare available Enough money for gasoline Taxi(L.V. Int’nal,Lehigh) Seats available Roads are passable Hierarchical (HTN) Planning Principle: Complex tasks are decomposed into simpler tasks. The goal is to decompose all the tasks into primitive tasks, which define actions that change the world. Travel from UMD to Lehigh University alternative methods

  21. Application to Computer Bridge • Chess: better than all but the best humans • Bridge: worse than many good players • Why bridge is difficult for computers • It is an imperfect information game • Don’t know what cards the others have (except the dummy) • Many possible card distributions, so many possible moves • If we encode the additional moves as additional branches in the game tree, this increasesthe number of nodes exponentially • worst case: about 6x1044 leaf nodes • average case: about 1024 leaf nodes Not enough time to search the game tree (Dana S. Nau)

  22. How to Reduce the Sizeof the Game Tree? • Bridge is a game of planning • Declarer plans how to play the handby combining various strategies (ruffing, finessing, etc.) • If a move doesn’t fit into a sensible strategy,then it probably doesn’t need to be considered • HTN approach for declarer play • Use HTN planning to generate a game tree in which each move corresponds to a different strategy, not a different card • Reduces average game-tree size to about 26,000 leaf nodes • Bridge Baron: implements HTN planning • Won the 1997 World Bridge Computer Challenge • All commercial versions of Bridge Baron since 1997 have include an HTN planner (has sold many thousands of copies) (Dana S. Nau)

  23. Why “Classical”? • Classical planning makes a number of assumptions: • Symbolic information (i.e., non numerical) • Actions always succeed • The “Strips” assumption: only changes that takes place are those indicated by the operators • Despite these (admittedly unrealistic) assumptions some work-around can be made (and have been made!) to apply the principles of classical planning to games • Neoclassical planning removes some of these assumptions

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