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Evolving Multimodal
Networks for Multitask
Games
Jacob Schrum – schrum2@cs.utexas.edu
Risto Miikkulainen – risto@cs.utexas.edu
University of Texas at Austin
Department of Computer Science
 Evolution in videogames
 Automatically learn interesting behavior
 Complex but controlled environments
 Stepping stone to real world
 Robots
 Training simulators
 Complexity issues
 Multiple contradictory objectives
 Multiple challenging tasks
Multitask Games
 NPCs perform two or more separate tasks
 Each task has own performance measures
 Task linkage
Independent
Dependent
 Not blended
 Inherently multiobjective
Test Domains
 Designed to study multimodal behavior
 Two tasks in similar environments
 Different behavior needed to succeed
 Main challenge: perform well in both
Front Ramming Back Ramming
Front/Back Ramming
 Front Ramming
 Attack w/front ram
 Avoid counterattacks
 Back Ramming
 Attack w/back ram
 Avoid counterattacks
 Same goal, opposite embodiments
Predator/Prey
 Predator
 Attack prey
 Prevent escape
 Prey
 Avoid attack
 Stay alive
 Same embodiment, opposite goals
Multiobjective Optimization
 Game with two objectives:
 Damage Dealt
 Remaining Health
 A dominates B iff A is
strictly better in one
objective and at least
as good in others
 Population of points
not dominated are best:
Pareto Front
 Weighted-sum provably
incapable of capturing
non-convex front
Dealt lot of damage,
but lost lots of health
Tradeoff between objectives
High health but did not deal much damage
NSGA-II
 Evolution: natural approach for finding optimal population
 Non-Dominated Sorting Genetic Algorithm II*
 Population P with size N; Evaluate P
 Use mutation to get P´ size N; Evaluate P´
 Calculate non-dominated fronts of {P P´} size 2N
 New population size N from highest fronts of {P P´}
*K. Deb et al. A Fast and Elitist Multiobjective Genetic Algorithm: NSGA-II. Evol. Comp. 2002
Constructive Neuroevolution
 Genetic Algorithms + Neural Networks
 Build structure incrementally (complexification)
 Good at generating control policies
 Three basic mutations (no crossover used)
Perturb Weight Add Connection Add Node
Multimodal Networks (1)
 Multitask Learning*
 One mode per task
 Shared hidden layer
 Knows current task
 Previous work
 Supervised learning context
 Multiple tasks learned
quicker than individual
 Not tried with evolution yet
* R. A. Caruana, "Multitask learning: A knowledge-based source of inductive bias" ICML 1993
Multimodal Networks (2)
 Mode Mutation
 Extra modes evolved
 Networks choose mode
 Chosen via preference neurons
 MM Previous
 Links from previous mode
 Weights = 1.0
 MM Random
 Links from random
sources
 Random weights
 Supports mode deletion
Starting network with one mode
MM(R)
MM(P)
Experiment
 Compare 4 conditions:
 Control: Unimodal networks
 Multitask: One mode per task
 MM(P): Mode Mutation Previous
 MM(R): Mode Mutation Random + Delete Mutation
 500 generations
 Population size 52
 “Player” behavior scripted
 Network controls homogeneous team of 4
MO Performance Assessment
 Reduce Pareto front to single number
Hypervolume of
dominated region
 Pareto compliant
Front A dominates
front B implies
HV(A) > HV(B)
 Standard statistical
comparisons of
average HV
20 runs
Front/Back Ramming Behaviors
Multitask
MM(R)
Front Ramming Back Ramming
20 runs
Predator/Prey Behaviors
Multitask
MM(R)
Prey Predator
Discussion (1)
 Front/Back Ramming
Control < MM(P), MM(R) < Multitask
Multiple modes help
Explicit knowledge of task helps
Discussion (2)
 Predator/Prey
MM(P), Control, Multitask < MM(R)
Multiple modes not necessarily helpful
Disparity in relative difficulty of tasks
 Multitask ends up wasting effort
Mode deletion aids search for one good mode
How To Apply
 Multitask good if:
Task division known, and
Tasks are comparably difficult
 Mode mutation good if:
Task division is unknown, or
“Obvious” task division is misleading
Future Work
 Games with more tasks
 Does method scale?
 Control mode bloat
 Games with independent tasks
 Ms. Pac-Man
 Collect pills while avoiding ghosts
 Eat ghosts after eating power pill
 Games with blended tasks
 Unreal Tournament 2004
 Fight while avoiding damage
 Fight or run away?
 Collect items or seek opponents?
Conclusion
 Domains with multiple tasks are common
Both in real world and games
 Multimodal networks improve learning in
multitask games
 Will allow interesting/complex behavior to
be developed in future
Questions?
Jacob Schrum – schrum2@cs.utexas.edu
Risto Miikkulainen – risto@cs.utexas.edu
University of Texas at Austin
Department of Computer Science
Auxiliary Slides
nsga.ppt
nsga.ppt

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nsga.ppt

  • 1. Evolving Multimodal Networks for Multitask Games Jacob Schrum – schrum2@cs.utexas.edu Risto Miikkulainen – risto@cs.utexas.edu University of Texas at Austin Department of Computer Science
  • 2.
  • 3.  Evolution in videogames  Automatically learn interesting behavior  Complex but controlled environments  Stepping stone to real world  Robots  Training simulators  Complexity issues  Multiple contradictory objectives  Multiple challenging tasks
  • 4. Multitask Games  NPCs perform two or more separate tasks  Each task has own performance measures  Task linkage Independent Dependent  Not blended  Inherently multiobjective
  • 5. Test Domains  Designed to study multimodal behavior  Two tasks in similar environments  Different behavior needed to succeed  Main challenge: perform well in both Front Ramming Back Ramming
  • 6. Front/Back Ramming  Front Ramming  Attack w/front ram  Avoid counterattacks  Back Ramming  Attack w/back ram  Avoid counterattacks  Same goal, opposite embodiments
  • 7. Predator/Prey  Predator  Attack prey  Prevent escape  Prey  Avoid attack  Stay alive  Same embodiment, opposite goals
  • 8. Multiobjective Optimization  Game with two objectives:  Damage Dealt  Remaining Health  A dominates B iff A is strictly better in one objective and at least as good in others  Population of points not dominated are best: Pareto Front  Weighted-sum provably incapable of capturing non-convex front Dealt lot of damage, but lost lots of health Tradeoff between objectives High health but did not deal much damage
  • 9. NSGA-II  Evolution: natural approach for finding optimal population  Non-Dominated Sorting Genetic Algorithm II*  Population P with size N; Evaluate P  Use mutation to get P´ size N; Evaluate P´  Calculate non-dominated fronts of {P P´} size 2N  New population size N from highest fronts of {P P´} *K. Deb et al. A Fast and Elitist Multiobjective Genetic Algorithm: NSGA-II. Evol. Comp. 2002
  • 10. Constructive Neuroevolution  Genetic Algorithms + Neural Networks  Build structure incrementally (complexification)  Good at generating control policies  Three basic mutations (no crossover used) Perturb Weight Add Connection Add Node
  • 11. Multimodal Networks (1)  Multitask Learning*  One mode per task  Shared hidden layer  Knows current task  Previous work  Supervised learning context  Multiple tasks learned quicker than individual  Not tried with evolution yet * R. A. Caruana, "Multitask learning: A knowledge-based source of inductive bias" ICML 1993
  • 12. Multimodal Networks (2)  Mode Mutation  Extra modes evolved  Networks choose mode  Chosen via preference neurons  MM Previous  Links from previous mode  Weights = 1.0  MM Random  Links from random sources  Random weights  Supports mode deletion Starting network with one mode MM(R) MM(P)
  • 13. Experiment  Compare 4 conditions:  Control: Unimodal networks  Multitask: One mode per task  MM(P): Mode Mutation Previous  MM(R): Mode Mutation Random + Delete Mutation  500 generations  Population size 52  “Player” behavior scripted  Network controls homogeneous team of 4
  • 14. MO Performance Assessment  Reduce Pareto front to single number Hypervolume of dominated region  Pareto compliant Front A dominates front B implies HV(A) > HV(B)  Standard statistical comparisons of average HV
  • 19. Discussion (1)  Front/Back Ramming Control < MM(P), MM(R) < Multitask Multiple modes help Explicit knowledge of task helps
  • 20. Discussion (2)  Predator/Prey MM(P), Control, Multitask < MM(R) Multiple modes not necessarily helpful Disparity in relative difficulty of tasks  Multitask ends up wasting effort Mode deletion aids search for one good mode
  • 21. How To Apply  Multitask good if: Task division known, and Tasks are comparably difficult  Mode mutation good if: Task division is unknown, or “Obvious” task division is misleading
  • 22. Future Work  Games with more tasks  Does method scale?  Control mode bloat  Games with independent tasks  Ms. Pac-Man  Collect pills while avoiding ghosts  Eat ghosts after eating power pill  Games with blended tasks  Unreal Tournament 2004  Fight while avoiding damage  Fight or run away?  Collect items or seek opponents?
  • 23. Conclusion  Domains with multiple tasks are common Both in real world and games  Multimodal networks improve learning in multitask games  Will allow interesting/complex behavior to be developed in future
  • 24. Questions? Jacob Schrum – schrum2@cs.utexas.edu Risto Miikkulainen – risto@cs.utexas.edu University of Texas at Austin Department of Computer Science