2013 Fighting Game Artificial Intelligence Competition

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These are the slides about the 2013 Fighting Game Artificial Intelligence Competition presented at The 2nd IEEE Global Conference on Consumer Electronics (GCCE 2013) on October 3, 2013.

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2013 Fighting Game Artificial Intelligence Competition

  1. 1. Fighting Game Artificial Intelligence Competition Platform Feiyu Lu, Kaito Yamamoto, Luis H. Nomura, Syunsuke Mizuno, YoungMin Lee, and Ruck Thawonmas Intelligent Computer Entertainment Laboratory, Ritsumeikan University 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  2. 2. Video Games and Fighting Games Artificial Intelligence Game AI Competitions in 2013 Architecture and Game System Contest Rules and Result Conclusions and Future Work Outline 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  3. 3. Video Games and Fighting Games Artificial Intelligence Game AI Competitions in 2013 Architecture and Game System Contest Rules and Result Conclusions and Future Work Outline 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  4. 4. Electronic game Human interaction with a user interface Generate visual feedback on video device Video Games and Fighting Games 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  5. 5. Tekken Namco 41.4 million (as of 2011) Street Fighter Capcom 34 million (as of 2012) Mortal Kombat Midway/Warner Bros. 26 million (as of 2007) Super Smash Bros. Nintendo 23.6 million (as of 2013) Soul Calibur Namco 13.4 million (as of 2012) Dead or Alive Tecmo 7.95 million (as of 2008) Video Games and Fighting Games 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  6. 6. Video Games and Fighting Games Artificial Intelligence Game AI Competitions now Architecture and Game System Contest Rules Conclusions and Future Work Outline 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  7. 7. Artificial + Computational Intelligence Finite state machines / fuzzy state machines / neural networks Represents NPC (non-player character) Run competition to compare and find high performance AIs Artificial Intelligence 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  8. 8. Video Games and Fighting Games Artificial Intelligence Game AI Competitions in this year Architecture and Game System Contest Rules Conclusions and Future Work Outline 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  9. 9. Game AI Competitions AIIDE StarCraft http://webdocs.cs.ualberta.ca/~cdavid/starcraftaicomp/ 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  10. 10. Game AI Competitions CIG 2013 http://ls11-www.cs.uni-dortmund.de/rts-competition/start 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  11. 11. Game AI Competitions Angry Birds http://aibirds.org/ 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  12. 12. Game AI Competitions Physical Travelling Salesman http://www.ptsp-game.net/ 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  13. 13. Game AI Competitions Platformer http://platformersai.com/ 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  14. 14. Video Games and Fighting Games Artificial Intelligence Game AI Competitions now Architecture and Game System Contest Rules Conclusions and Future Work Outline 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  15. 15. Architecture and Game System(1/2) Platform’s architecture This illustration shows the interactions between AIs or humans AI and human player can get information per frame (the smallest time unit of the game, 1 frame = 16.66 msec) from game, and send their commands to game to control their characters 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  16. 16. Architecture and Game System 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  17. 17. Actions have to be chosen and input for each frame, or the character will not do anything Information sent to AIs will have a simulated delay – to prevent AI players using an unfair reaction speed Architecture and Game System(2/2) 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  18. 18. Skill system Players use some skills and moving actions to fight In the game, a skill usually has 3 stages – Startup, Active and Recovery Skill System(1/5) 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  19. 19. Skill System(2/5) 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  20. 20. Skill System(3/5) Startup 1st stage Prepare to attack No attack box so no damage 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  21. 21. Skill System(4/5) Active 2nd stage The small red box -- attack box -- can be seen on the character’s arm In these frames, if the opponent’s attack hit box coincide with this attack box, the opponent will be damaged 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  22. 22. Skill System(5/5) Recover 3rd stage Recover to normal status Special frame: cancelable Some skills can be used during cancelable frames 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  23. 23. Video Games and Fighting Games Artificial Intelligence Game AI Competitions in 2013 Architecture and Game System Contest Rules and Result Conclusions and Future Work Outline 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  24. 24. Only one character “KFM-prototype” can be used. One game has 3 rounds. Each round has a 5-second ready time and 60-second fighting time. The characters' positions will be reset when time over, and the system starts a new round if it is not the last round. The game score will be calculated as And higher one is the game’s winner. Contest Rules 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  25. 25. BitterCoffeeFTGAI Nanjing ZhiFeng Multimedia Co., Ltd., China BloodMoon Nanjing XinYiWei Software Co., Ltd., China Buakaw Bangkok University, Thailand Death Rose FTGAI ? Hybrid Bangkok University, Thailand Kaiju Bangkok University, Thailand Kong Fu King Donghu college, Wuhan University, China SejongAI Sejong University, Republic of Korea T TAIST-Tokyo Tech, Thailand Tony Jaa Bangkok University, Thailand Team List (Alphabetical order) 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  26. 26. BitterCoffeeFTGAI Fighting Game AI Competition Qi Jin Bachelor Software Engineer of Nanjing ZhiFeng Multimedia Co., Ltd. E-mail : 2009qijin@gmail.com 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  27. 27. BitterCoffeeFTGAI Intro of AI: AI that uses a “Random move action + Rule base attack skill” Way to fight. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  28. 28. BitterCoffeeFTGAI Way of thinking: Detective the distance to opponent,random select some skill (prevent a rule-base defense) to attack according to the distance. Some as: e.g:distance less than 100 and on the ground will cast THROW_A or THROW_B; e.g:distance greater than 100 and on the ground will cast STAND_D_DF_FA,STAND_D_DF_FB or STAND_D_DF_FC(when energy > 300) and so on. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  29. 29. BloodMoon AI FTGAIC 2013.9.262013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  30. 30. AI’s Outline 1、A rule base AI 2、Get information like distance, high and character’s status, and then select a fitness skill in case to attack. Cheung Yi Chun Nanjing XinYiWei Software Co., Ltd. E-mail : allenjcheng@gmail.com 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  31. 31. Buakaw: Thai Fight Wisarat Phuranantanond Angkana Suwanjatuporn Kingkarn Sookhanaphibarn School of Science and Technology BANGKOK UNIVERSITY2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  32. 32. Buakaw  Main concept is based on game experience heuristics.  We analyzed our bot position compared to location on screen and distance between players.  If our position is in the middle of screen that mean the distance between players is always in range for the fireball action. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  33. 33. Buakaw  We divided the distance between players into three categories. ◦ Far ◦ Mid ◦ Near  Within each category a rule-based action is used. For example: ◦ Far: use mainly a fire ball action ◦ Mid: check the opponent’s action to determine the response. ◦ Near: use a counter attack strategy based on opponent’s action. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  34. 34. Death Rose FTGAILu liang / 13629839@QQ.com 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  35. 35. Rule base Defense AI A good defender is better than a fury attacker ! So when there is no better tactic, try to defense more and wait counter chance. According to the distance, guard the fireball and wait opponent move or escape / counter-attack. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  36. 36. Thanarat Jaruenying Angkana Suwanjatuporn Worawat Choensawat Hybrid School of Science and Technology BANGKOK UNIVERSITY 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  37. 37. Hybrid  We presents a rule-based strategy based on fighting states.  Two states are determined which are Wining and Losing.  Wining state: our HP > opponent’s HP  Losing state: our HP < opponent’s HP  For each state, we can divided into two cases as follows:  Far: distance of players over a threshold.  Near: distance of players less then the threshold. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  38. 38. Hybrid  After we determined the state and the case, we used rule-based method to define the action.  The rule based method is based on four parameters as follows:  Enemy’s Action  Enemy’s status: Air, Stand, Crouch or down  Our energy: to determine which attack action to be used.  Distance between players  We also add a cornering prevention to avoid our character get trap in the corner of screen. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  39. 39. Paranee Apiromsanee Angkana Suwanjatuporn Kingkarn Sookhanaphibarn School of Science and Technology BANGKOK UNIVERSITY 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  40. 40.  We used an adaptive decision to determine a character action based on the opponent’s attacks.  The adaptive decision can be divided into two states as follows:  Counter attack  Defense  The reason for dividing the decision into two states is below:  There is a large amount of opponent actions. Based on our experiments, counter attack actions can be used only for some actions . Therefore, we used a defense strategy for actions that counter attack actions cannot be used. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  41. 41.  The decision is based on three main parameters:  Distance between players  Enemy skill  Our HP Simple is the best! 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  42. 42. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  43. 43. Intro A simple AI that using rule base algorism. When fighting in long range, copy enemy’s action. When fighting in a close range, use a throw. When fighting in a middle range, use fireball. L u X i a o m i n g D o n g h u c o l l e g e W u h a n U n i v e r s i t y E - m a i l : x i s w s p x r @ h o t m a i l . c o m 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  44. 44. Fighting Game AI Sejong University 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  45. 45. Introduction • AI Name : SejongAI • Advisor – Kyung Joong Kim • Developers – Dong Hyun Jang – Kyoung Jun Ahn • Affiliation – Sejong University, South Korea 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  46. 46. Outline 1. Using Skills 2. Strategies 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  47. 47. Outline - Using Skills • STAND_D_DF_FA • STAND_D_DF_FC • STAND_D_DB_BB • THROW_HIT • AIR_UB 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  48. 48. Outline - Strategies • AI’s first attack skill is “STAND_D_DB_BB”. • And the major attack skill is “STAND_D_DB_BB”. • When “STAND_D_DB_BB” hits opponent and knock down, we will use “AIR_UB” or “STAND_D_DF_FA” or “STAND_D_DF_FC”. • Our Agent’s major strategy is knock down. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  49. 49. T Fighting Game AI Competition Mr.Phakhawat Sarakit (Toon) Master Degree Student TAIST Tokyo-Tech Information and Communication Technology for Embedded Systems : ICTES E-mail : toonja1990@hotmail.com 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  50. 50. AI’s Outline Measure-Sense-Action cycle . Measure distance X between opponent and my AI see enemy action and thing about it then find the best way to fight back the enemy. Fininte-State Machine(FSM). I don’t know anymore. I think it’s a simple and the best I had ever have  2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  51. 51. Ayuvat Trongkronboonyavat Angkana Suwanjatuporn Worawat Choensawat School of Science and Technology BANGKOK UNIVERSITY 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  52. 52.  We implemented a rule-based model by using a state of our character.  Character state can be divided into three states as follows:  Fully Attack: the character losing HP at minimal range.  Attack & Defense: the character keeps losing HP.  Fully Defense: the character losing HP over a maximum threshold. 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  53. 53.  For each state, a rule-based method is used within the state.  For the rule-based method, four main parameters are considered.  Distance between players  Enemy’s action  Energy to determine which skill to be used  Enemy’s status 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  54. 54. BitterCoffee FTGAI BloodMooN BuaKaw DeathRose Hybrid Kaiju KongFuKing SejongAI T TonyJaa Total Score s Rank BitterCoffee FTGAI 434 1347 560 1348 484 1302 443 1194 145 356 500 1384 310 759 120 358 337 811 8859 8 448 341 434 353 105 500 240 124 88 465 447 384 398 106 384 209 114 386 BloodMooN 565 1650 417 1247 386 1203 361 1093 0 21 720 2010 309 872 25 260 100 160 8516 9 551 413 500 343 0 705 295 121 52 534 417 317 389 21 585 268 114 8 BuaKaw 440 1650 582 1750 66 801 802 1878 688 1976 500 1533 238 1387 168 1186 561 1755 13916 5 658 586 735 566 576 500 499 634 739 552 582 0 510 712 533 650 384 455 DeathRose 515 1695 613 1795 933 2197 272 1103 561 1757 666 1957 243 777 21 324 261 1097 12702 7 565 500 264 400 505 666 282 90 535 615 682 1000 431 691 625 252 213 301 Hybrid 556 1803 638 1904 197 1119 727 1895 201 1219 694 2032 326 1080 186 734 360 1175 12961 6 646 656 433 600 336 591 267 231 355 601 610 489 568 682 747 487 317 460 Kaiju 854 2641 1000 2978 311 1021 438 1240 798 1778 1000 3000 484 1430 309 686 587 1858 16632 3 894 1000 423 494 663 1000 668 124 750 893 978 287 308 317 1000 278 253 521 KongFu King 500 1614 279 987 500 1466 333 1041 305 965 0 0 182 645 89 559 187 904 8181 10 499 294 500 333 408 0 122 212 401 615 414 466 375 252 0 341 258 316 SejongAI 689 2238 690 2125 761 1610 756 2220 673 1917 515 1567 817 2352 670 1473 190 1168 16670 2 759 704 500 717 732 331 877 268 534 790 731 349 747 512 721 658 535 444 T 879 2639 975 2738 835 1815 978 2673 813 2263 690 2311 910 2438 329 1524 666 1982 20383 1 875 878 365 909 768 875 787 731 653 885 885 615 786 682 746 741 464 663 TonyJaa 662 2186 899 2837 438 1242 738 1900 639 1822 412 1140 812 2393 809 1829 333 1015 16364 4 911 947 260 464 644 250 598 465 346 613 991 544 698 539 478 983 555 336
  55. 55. Final Ranking Team name Total scores Ranking T 20383 1 SejongAI 16670 2 Kaiju 16632 3 TonyJaa 16364 4 BuaKaw 13916 5 Hybrid 12961 6 DeathRose 12702 7 BitterCoffeeFTGAI 8859 8 BloodMooN 8516 9 KongFuKing 8181 10 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  56. 56. 1st Round http://youtu.be/wLWxg6IOq7g 2nd Round http://youtu.be/QgKwqfERo4w 3rd Round http://youtu.be/gamOUgUTpA8 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013 Video Clips of the Game Between the Runner-Up SejongAI (P1) and the Winner T (P2)
  57. 57. Video Games and Fighting Games Artificial Intelligence Game AI Competitions in 2013 Architecture and Game System Contest Rules Conclusions and Future Work Outline 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013
  58. 58. We have implemented our fighting game AI platform and reported the first competition. In the future, with the support from Dimps, we plan to design more sample characters and run a sequence of competitions at related international conferences. You are welcome to participate in these competitions. http://www.ice.ci.ritsumei.ac.jp/~ftgaic/ Conclusions and Future Work 2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE 2013), October 3, 2013

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