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Evolutionary
Multi-Agent Systems
for RTS Games
Adrián Palacios
Introduction
• Artificial Intelligence (AI) from RTS games are easy to defeat 
• Harder AI are cheating 
• Classical solutions like A* and state machines are CPU
intensive.
• “It’s about time” to develop new AI methods 
Starcraft as test platform
• One of the most popular RTS games.
• You can play three races.
• Possibly the most balanced RTS out there.
Starcraft concepts
• Liquipedia definitions:
• Micro: “The ability to control your units individually, in order to
make up for pathing or otherwise imperfect AI.”
• Macro: “The ability to produce units, and keep all of your
production buildings busy.”
• A good player needs to master both techniques.
• An example of good micro (NaDa vultures):
• http://www.youtube.com/watch?v=YXJ5jGCtTYA
Potential Fields
• Used for controlling agent
navigation with static and
dynamic obstacles.
• Force fields can be
attractive or repulsive.
• Brighter tiles are more
attractive.
Multi-Agent Potential Fields
• Six-step methodology for its design (Hagelbäck & Johansson).
• Thomas Willer Sandberg proposes another step for tuning.
• Seven-step methodology for its design:
• Object identification.
• Potential Fields identification.
• Charge assignation to objects.
• Charge parameters tuning.
• Granurality of time and space assignation.
• Agents of the system identification.
• MAS architecture design.
Evolutionary Algorithms (EA)
• Set of parameters = Individuals of the population.
• In each iteration, individuals are recombined and
mutated.
• Better candidates obtain higher fitness function
values.
• The remaining population will be stronger
(Darwin’s natural selection theory).
EMAPF-based AI (fields)
• 8 potential fields identified:
• Maximum Shooting Distance attraction.
• Weapon Cool Down repulsion.
• Centroid Of Squad attraction.
• Center Of the Map attraction.
• Map Edge repulsion.
• Own Unit repulsion.
• Enemy Unit repulsion.
• Neutral Unit repulsion.
EMAPF-based AI (function)
• Fitness function:
• If game ends before running out of time, also:
EMAPF-based AI (results)
• 3 Goliaths vs. 6 Zealots:
• http://www.youtube.com/watch?v=VfI8XN91ggU
• Terran Mix vs. Zerg Mix:
• http://www.youtube.com/watch?v=hETcbgybkoc
• 3 Goliaths vs. 20 Zerglings:
• http://www.youtube.com/watch?v=Q0auIScPCYg
Conclusions
• It is possible to use EA for tuning potential field parameters.
• Trained potential fields show extraordinary results.
• They are comparable with medium-skilled/advanced players.
Future Work
• To use trained potential fields on a Full RTS scenario.
• To develop MAPF-based solutions with different algorithms.
• To study the combination of these techniques with optimization
techniques for macro issues (example: BOs).
• To analyze how difficult is for humans to defeat EMAPF-based AI.
Acknowledgements
• Thanks to Thomas Willem Sandberg for making public his work
and sending us the maps!

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Evolutionary Multi-Agent Systems for RTS Games

  • 2. Introduction • Artificial Intelligence (AI) from RTS games are easy to defeat  • Harder AI are cheating  • Classical solutions like A* and state machines are CPU intensive. • “It’s about time” to develop new AI methods 
  • 3. Starcraft as test platform • One of the most popular RTS games. • You can play three races. • Possibly the most balanced RTS out there.
  • 4. Starcraft concepts • Liquipedia definitions: • Micro: “The ability to control your units individually, in order to make up for pathing or otherwise imperfect AI.” • Macro: “The ability to produce units, and keep all of your production buildings busy.” • A good player needs to master both techniques. • An example of good micro (NaDa vultures): • http://www.youtube.com/watch?v=YXJ5jGCtTYA
  • 5. Potential Fields • Used for controlling agent navigation with static and dynamic obstacles. • Force fields can be attractive or repulsive. • Brighter tiles are more attractive.
  • 6. Multi-Agent Potential Fields • Six-step methodology for its design (Hagelbäck & Johansson). • Thomas Willer Sandberg proposes another step for tuning. • Seven-step methodology for its design: • Object identification. • Potential Fields identification. • Charge assignation to objects. • Charge parameters tuning. • Granurality of time and space assignation. • Agents of the system identification. • MAS architecture design.
  • 7. Evolutionary Algorithms (EA) • Set of parameters = Individuals of the population. • In each iteration, individuals are recombined and mutated. • Better candidates obtain higher fitness function values. • The remaining population will be stronger (Darwin’s natural selection theory).
  • 8. EMAPF-based AI (fields) • 8 potential fields identified: • Maximum Shooting Distance attraction. • Weapon Cool Down repulsion. • Centroid Of Squad attraction. • Center Of the Map attraction. • Map Edge repulsion. • Own Unit repulsion. • Enemy Unit repulsion. • Neutral Unit repulsion.
  • 9. EMAPF-based AI (function) • Fitness function: • If game ends before running out of time, also:
  • 10. EMAPF-based AI (results) • 3 Goliaths vs. 6 Zealots: • http://www.youtube.com/watch?v=VfI8XN91ggU • Terran Mix vs. Zerg Mix: • http://www.youtube.com/watch?v=hETcbgybkoc • 3 Goliaths vs. 20 Zerglings: • http://www.youtube.com/watch?v=Q0auIScPCYg
  • 11. Conclusions • It is possible to use EA for tuning potential field parameters. • Trained potential fields show extraordinary results. • They are comparable with medium-skilled/advanced players.
  • 12. Future Work • To use trained potential fields on a Full RTS scenario. • To develop MAPF-based solutions with different algorithms. • To study the combination of these techniques with optimization techniques for macro issues (example: BOs). • To analyze how difficult is for humans to defeat EMAPF-based AI.
  • 13. Acknowledgements • Thanks to Thomas Willem Sandberg for making public his work and sending us the maps!