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Influence Landscapes
From Spatial to Conceptual Representations



              Luke Dicken and John Levine
       Strathclyde AI and Games Research Group
Automated Planning




2
Automated Planning
    • Given the following:




2
Automated Planning
    • Given the following:
       ‣ Specification of possible actions and facts in the world.




2
Automated Planning
    • Given the following:
       ‣ Specification of possible actions and facts in the world.
       ‣ Complete specification of initial state




2
Automated Planning
    • Given the following:
       ‣ Specification of possible actions and facts in the world.
       ‣ Complete specification of initial state
       ‣ Partial specification of goals that must be true




2
Automated Planning
    • Given the following:
       ‣ Specification of possible actions and facts in the world.
       ‣ Complete specification of initial state
       ‣ Partial specification of goals that must be true
    • Compute a set of actions that will transform from initial
     state to goal state.




2
Problems With Planning




3
Problems With Planning
    • Planning is inherently problematic.




3
Problems With Planning
    • Planning is inherently problematic.
    • Core assumptions are lousy




3
Problems With Planning
    • Planning is inherently problematic.
    • Core assumptions are lousy
       ‣ World doesn't change unless the agent changes it.




3
Problems With Planning
    • Planning is inherently problematic.
    • Core assumptions are lousy
       ‣ World doesn't change unless the agent changes it.
       ‣ Agent is the only active actor in the world.




3
Problems With Planning
    • Planning is inherently problematic.
    • Core assumptions are lousy
       ‣ World doesn't change unless the agent changes it.
       ‣ Agent is the only active actor in the world.
       ‣ The outcomes of actions will be as expected.




3
Problems With Planning
    • Planning is inherently problematic.
    • Core assumptions are lousy
       ‣ World doesn't change unless the agent changes it.
       ‣ Agent is the only active actor in the world.
       ‣ The outcomes of actions will be as expected.
    • These assumptions generally don't hold in the context of
     games




3
Problems With Planning
    • Planning is inherently problematic.
    • Core assumptions are lousy
       ‣ World doesn't change unless the agent changes it.
       ‣ Agent is the only active actor in the world.
       ‣ The outcomes of actions will be as expected.
    • These assumptions generally don't hold in the context of
     games
       ‣ Which is why we like them as testbeds


3
Searching vs Evaluating




4
Searching vs Evaluating
    • Planning involves tree search from initial state to goal




4
Searching vs Evaluating
    • Planning involves tree search from initial state to goal
    • We know that search is expensive.




4
Searching vs Evaluating
    • Planning involves tree search from initial state to goal
    • We know that search is expensive.
       ‣ PSPACE-Complete in the general case for planning.




4
Searching vs Evaluating
    • Planning involves tree search from initial state to goal
    • We know that search is expensive.
       ‣ PSPACE-Complete in the general case for planning.
    • Function evaluation trivial by comparison.




4
Searching vs Evaluating
    • Planning involves tree search from initial state to goal
    • We know that search is expensive.
       ‣ PSPACE-Complete in the general case for planning.
    • Function evaluation trivial by comparison.
       ‣ In Game AI, getting to "trivial" is key.




4
Influence Maps




5
Influence Maps
    • Also known as “Artificial Potential Fields”




5
Influence Maps
    • Also known as “Artificial Potential Fields”
    • “Influence” is how attractive or repellant a particular
     location is.




5
Influence Maps
    • Also known as “Artificial Potential Fields”
    • “Influence” is how attractive or repellant a particular
     location is.
    • Typically IMs are applied over a discrete (e.g. tiled)
     environment.




5
Influence Maps
    • Also known as “Artificial Potential Fields”
    • “Influence” is how attractive or repellant a particular
     location is.
    • Typically IMs are applied over a discrete (e.g. tiled)
     environment.
    • Bad things repulse the agent, good things attract, and the
     agent can hill climb to reach the good while avoiding bad



5
Influence Maps
    • Also known as “Artificial Potential Fields”
    • “Influence” is how attractive or repellant a particular
     location is.
    • Typically IMs are applied over a discrete (e.g. tiled)
     environment.
    • Bad things repulse the agent, good things attract, and the
     agent can hill climb to reach the good while avoiding bad
    • Always maps spatial coordinate => perceived value.


5
Influence Maps




6
PDDL vs SAS+




7
PDDL vs SAS+
    • PDDL is standard method of describing planning problems




7
PDDL vs SAS+
    • PDDL is standard method of describing planning problems
    • Propositional representation, true/false statements, high
     dimensional binary representation.




7
PDDL vs SAS+
    • PDDL is standard method of describing planning problems
    • Propositional representation, true/false statements, high
     dimensional binary representation.
    • Alternative formalism SAS+, multivalued variables. Much
     lower dimensionality, larger domain per dimension.




7
The DTG




8
The DTG
    • Each variable has a domain of possible values it can take.




8
The DTG
    • Each variable has a domain of possible values it can take.
    • More than this, each value can only transition to certain
     other values.




8
The DTG
    • Each variable has a domain of possible values it can take.
    • More than this, each value can only transition to certain
     other values.
    • Gives a concept of adjacency - a graph connecting values
     together in sequence.




8
The DTG




9
The DTG
    • Consider a world in which a package can be moved between
     certain places using a truck.




9
The DTG
    • Consider a world in which a package can be moved between
     certain places using a truck.
    • PDDL represents this as a sequence of possible
     propositions :




9
The DTG
    • Consider a world in which a package can be moved between
     certain places using a truck.
    • PDDL represents this as a sequence of possible
     propositions :
       ‣ (at package1 location1) etc.




9
The DTG
    • Consider a world in which a package can be moved between
     certain places using a truck.
    • PDDL represents this as a sequence of possible
     propositions :
       ‣ (at package1 location1) etc.
    • Only one of these can be true at a time.




9
The DTG
    • Consider a world in which a package can be moved between
     certain places using a truck.
    • PDDL represents this as a sequence of possible
     propositions :
       ‣ (at package1 location1) etc.
    • Only one of these can be true at a time.
    • SAS+ translates this into a single variable :



9
The DTG
    • Consider a world in which a package can be moved between
     certain places using a truck.
    • PDDL represents this as a sequence of possible
     propositions :
       ‣ (at package1 location1) etc.
    • Only one of these can be true at a time.
    • SAS+ translates this into a single variable :
       ‣ loc_package1 ∈ {location1, ... locationN, inTruck}


9
Example DTG




10
Influence Landscapes




11
Influence Landscapes
     • A 2D Influence Map (particularly discretised) is really only a
      graph with adjacent tiles connected.




11
Influence Landscapes
     • A 2D Influence Map (particularly discretised) is really only a
      graph with adjacent tiles connected.
     • Not all that dissimilar from the DTG concept we can derive
      from any planning problem, additionally, it is far more
      expressive.




11
Influence Landscapes
     • A 2D Influence Map (particularly discretised) is really only a
      graph with adjacent tiles connected.
     • Not all that dissimilar from the DTG concept we can derive
      from any planning problem, additionally, it is far more
      expressive.
     • Still able to propagate influence in the same way as for
      Influence Maps.



11
Propagating Influence




12
Propagating Influence
     • In its simplest form, influence is propagated from “hotspots”
      across the graph. Effectively a critical path analysis for a single
      variable to transition from A to B.




12
Propagating Influence
     • In its simplest form, influence is propagated from “hotspots”
      across the graph. Effectively a critical path analysis for a single
      variable to transition from A to B.
     • Not quite so straightforward




12
Propagating Influence
     • In its simplest form, influence is propagated from “hotspots”
      across the graph. Effectively a critical path analysis for a single
      variable to transition from A to B.
     • Not quite so straightforward
        ‣ You only see a small piece of the picture with one
          variable.




12
Propagating Influence
     • In its simplest form, influence is propagated from “hotspots”
      across the graph. Effectively a critical path analysis for a single
      variable to transition from A to B.
     • Not quite so straightforward
        ‣ You only see a small piece of the picture with one
          variable.
     • Cross product of graphs gives a complete picture from
      which we can propagate influence for a plan across the
      whole space.
12
Trivial Example




13
Trivial Example




13
Trivial Example




13
Trivial Example




13
Better Example




14
Better Example
     • From the paper : a battlefield with two tanks.




14
Better Example
     • From the paper : a battlefield with two tanks.
     • Goal is to not die whilst killing the enemy.




14
Better Example
     • From the paper : a battlefield with two tanks.
     • Goal is to not die whilst killing the enemy.




14
Better Example
     • From the paper : a battlefield with two tanks.
     • Goal is to not die whilst killing the enemy.




14
15
15
15
16
Weaknesses




17
Weaknesses
     • Still largely theoretical - it looks good on paper right now,
      and it works in prototype.Very different from a real
      implementation.




17
Weaknesses
     • Still largely theoretical - it looks good on paper right now,
      and it works in prototype.Very different from a real
      implementation.
     • Still likely to be naive - a lot of the information a deliberative
      planner would extract is being ignored for speed.




17
Weaknesses
     • Still largely theoretical - it looks good on paper right now,
      and it works in prototype.Very different from a real
      implementation.
     • Still likely to be naive - a lot of the information a deliberative
      planner would extract is being ignored for speed.
     • Key will be proving exactly how efficient this approach is, and
      how successful it is for creating intelligent (or believable)
      agents.


17
Main Contribution




18
Main Contribution
     • Biggest contribution is showing that reactive systems can use
      the same basic "language" as deliberative systems such as
      Planning




18
Main Contribution
     • Biggest contribution is showing that reactive systems can use
      the same basic "language" as deliberative systems such as
      Planning
     • Planning isn't appropriate for Game AI in general, but purely
      reactive approaches aren't always great either.




18
Main Contribution
     • Biggest contribution is showing that reactive systems can use
      the same basic "language" as deliberative systems such as
      Planning
     • Planning isn't appropriate for Game AI in general, but purely
      reactive approaches aren't always great either.
        ‣ Both have (dis)advantages.




18
Main Contribution
     • Biggest contribution is showing that reactive systems can use
      the same basic "language" as deliberative systems such as
      Planning
     • Planning isn't appropriate for Game AI in general, but purely
      reactive approaches aren't always great either.
        ‣ Both have (dis)advantages.
        ‣ Hybrid approach seems reasonable.




18
I2A




19
I2A
     • Influence Landscapes form one part of a new execution
      architecture - the Integrated Influence Architecture (I2A)




19
I2A
     • Influence Landscapes form one part of a new execution
      architecture - the Integrated Influence Architecture (I2A)
     • Concept is that Planning and Environmental stimuli provide
      sources of Influence across ILs




19
I2A
     • Influence Landscapes form one part of a new execution
      architecture - the Integrated Influence Architecture (I2A)
     • Concept is that Planning and Environmental stimuli provide
      sources of Influence across ILs
     • Allows informed reaction biased by long term objective
      satisfaction.




19
Shameless Plugs




20
Shameless Plugs
     • Learn more about Automated Planning, the uses for
      Influence Landscapes and the Integrated Influence
      Architecture at the Paris Game AI Conference 2011




20
Shameless Plugs
     • Learn more about Automated Planning, the uses for
      Influence Landscapes and the Integrated Influence
      Architecture at the Paris Game AI Conference 2011




20
Shameless Plugs
     • Learn more about Automated Planning, the uses for
      Influence Landscapes and the Integrated Influence
      Architecture at the Paris Game AI Conference 2011


                     http://gameaiconf.com




20

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Influence Landscapes - From Spatial to Conceptual Representations

  • 1. Influence Landscapes From Spatial to Conceptual Representations Luke Dicken and John Levine Strathclyde AI and Games Research Group
  • 3. Automated Planning • Given the following: 2
  • 4. Automated Planning • Given the following: ‣ Specification of possible actions and facts in the world. 2
  • 5. Automated Planning • Given the following: ‣ Specification of possible actions and facts in the world. ‣ Complete specification of initial state 2
  • 6. Automated Planning • Given the following: ‣ Specification of possible actions and facts in the world. ‣ Complete specification of initial state ‣ Partial specification of goals that must be true 2
  • 7. Automated Planning • Given the following: ‣ Specification of possible actions and facts in the world. ‣ Complete specification of initial state ‣ Partial specification of goals that must be true • Compute a set of actions that will transform from initial state to goal state. 2
  • 9. Problems With Planning • Planning is inherently problematic. 3
  • 10. Problems With Planning • Planning is inherently problematic. • Core assumptions are lousy 3
  • 11. Problems With Planning • Planning is inherently problematic. • Core assumptions are lousy ‣ World doesn't change unless the agent changes it. 3
  • 12. Problems With Planning • Planning is inherently problematic. • Core assumptions are lousy ‣ World doesn't change unless the agent changes it. ‣ Agent is the only active actor in the world. 3
  • 13. Problems With Planning • Planning is inherently problematic. • Core assumptions are lousy ‣ World doesn't change unless the agent changes it. ‣ Agent is the only active actor in the world. ‣ The outcomes of actions will be as expected. 3
  • 14. Problems With Planning • Planning is inherently problematic. • Core assumptions are lousy ‣ World doesn't change unless the agent changes it. ‣ Agent is the only active actor in the world. ‣ The outcomes of actions will be as expected. • These assumptions generally don't hold in the context of games 3
  • 15. Problems With Planning • Planning is inherently problematic. • Core assumptions are lousy ‣ World doesn't change unless the agent changes it. ‣ Agent is the only active actor in the world. ‣ The outcomes of actions will be as expected. • These assumptions generally don't hold in the context of games ‣ Which is why we like them as testbeds 3
  • 17. Searching vs Evaluating • Planning involves tree search from initial state to goal 4
  • 18. Searching vs Evaluating • Planning involves tree search from initial state to goal • We know that search is expensive. 4
  • 19. Searching vs Evaluating • Planning involves tree search from initial state to goal • We know that search is expensive. ‣ PSPACE-Complete in the general case for planning. 4
  • 20. Searching vs Evaluating • Planning involves tree search from initial state to goal • We know that search is expensive. ‣ PSPACE-Complete in the general case for planning. • Function evaluation trivial by comparison. 4
  • 21. Searching vs Evaluating • Planning involves tree search from initial state to goal • We know that search is expensive. ‣ PSPACE-Complete in the general case for planning. • Function evaluation trivial by comparison. ‣ In Game AI, getting to "trivial" is key. 4
  • 23. Influence Maps • Also known as “Artificial Potential Fields” 5
  • 24. Influence Maps • Also known as “Artificial Potential Fields” • “Influence” is how attractive or repellant a particular location is. 5
  • 25. Influence Maps • Also known as “Artificial Potential Fields” • “Influence” is how attractive or repellant a particular location is. • Typically IMs are applied over a discrete (e.g. tiled) environment. 5
  • 26. Influence Maps • Also known as “Artificial Potential Fields” • “Influence” is how attractive or repellant a particular location is. • Typically IMs are applied over a discrete (e.g. tiled) environment. • Bad things repulse the agent, good things attract, and the agent can hill climb to reach the good while avoiding bad 5
  • 27. Influence Maps • Also known as “Artificial Potential Fields” • “Influence” is how attractive or repellant a particular location is. • Typically IMs are applied over a discrete (e.g. tiled) environment. • Bad things repulse the agent, good things attract, and the agent can hill climb to reach the good while avoiding bad • Always maps spatial coordinate => perceived value. 5
  • 30. PDDL vs SAS+ • PDDL is standard method of describing planning problems 7
  • 31. PDDL vs SAS+ • PDDL is standard method of describing planning problems • Propositional representation, true/false statements, high dimensional binary representation. 7
  • 32. PDDL vs SAS+ • PDDL is standard method of describing planning problems • Propositional representation, true/false statements, high dimensional binary representation. • Alternative formalism SAS+, multivalued variables. Much lower dimensionality, larger domain per dimension. 7
  • 34. The DTG • Each variable has a domain of possible values it can take. 8
  • 35. The DTG • Each variable has a domain of possible values it can take. • More than this, each value can only transition to certain other values. 8
  • 36. The DTG • Each variable has a domain of possible values it can take. • More than this, each value can only transition to certain other values. • Gives a concept of adjacency - a graph connecting values together in sequence. 8
  • 38. The DTG • Consider a world in which a package can be moved between certain places using a truck. 9
  • 39. The DTG • Consider a world in which a package can be moved between certain places using a truck. • PDDL represents this as a sequence of possible propositions : 9
  • 40. The DTG • Consider a world in which a package can be moved between certain places using a truck. • PDDL represents this as a sequence of possible propositions : ‣ (at package1 location1) etc. 9
  • 41. The DTG • Consider a world in which a package can be moved between certain places using a truck. • PDDL represents this as a sequence of possible propositions : ‣ (at package1 location1) etc. • Only one of these can be true at a time. 9
  • 42. The DTG • Consider a world in which a package can be moved between certain places using a truck. • PDDL represents this as a sequence of possible propositions : ‣ (at package1 location1) etc. • Only one of these can be true at a time. • SAS+ translates this into a single variable : 9
  • 43. The DTG • Consider a world in which a package can be moved between certain places using a truck. • PDDL represents this as a sequence of possible propositions : ‣ (at package1 location1) etc. • Only one of these can be true at a time. • SAS+ translates this into a single variable : ‣ loc_package1 ∈ {location1, ... locationN, inTruck} 9
  • 46. Influence Landscapes • A 2D Influence Map (particularly discretised) is really only a graph with adjacent tiles connected. 11
  • 47. Influence Landscapes • A 2D Influence Map (particularly discretised) is really only a graph with adjacent tiles connected. • Not all that dissimilar from the DTG concept we can derive from any planning problem, additionally, it is far more expressive. 11
  • 48. Influence Landscapes • A 2D Influence Map (particularly discretised) is really only a graph with adjacent tiles connected. • Not all that dissimilar from the DTG concept we can derive from any planning problem, additionally, it is far more expressive. • Still able to propagate influence in the same way as for Influence Maps. 11
  • 50. Propagating Influence • In its simplest form, influence is propagated from “hotspots” across the graph. Effectively a critical path analysis for a single variable to transition from A to B. 12
  • 51. Propagating Influence • In its simplest form, influence is propagated from “hotspots” across the graph. Effectively a critical path analysis for a single variable to transition from A to B. • Not quite so straightforward 12
  • 52. Propagating Influence • In its simplest form, influence is propagated from “hotspots” across the graph. Effectively a critical path analysis for a single variable to transition from A to B. • Not quite so straightforward ‣ You only see a small piece of the picture with one variable. 12
  • 53. Propagating Influence • In its simplest form, influence is propagated from “hotspots” across the graph. Effectively a critical path analysis for a single variable to transition from A to B. • Not quite so straightforward ‣ You only see a small piece of the picture with one variable. • Cross product of graphs gives a complete picture from which we can propagate influence for a plan across the whole space. 12
  • 59. Better Example • From the paper : a battlefield with two tanks. 14
  • 60. Better Example • From the paper : a battlefield with two tanks. • Goal is to not die whilst killing the enemy. 14
  • 61. Better Example • From the paper : a battlefield with two tanks. • Goal is to not die whilst killing the enemy. 14
  • 62. Better Example • From the paper : a battlefield with two tanks. • Goal is to not die whilst killing the enemy. 14
  • 63. 15
  • 64. 15
  • 65. 15
  • 66. 16
  • 68. Weaknesses • Still largely theoretical - it looks good on paper right now, and it works in prototype.Very different from a real implementation. 17
  • 69. Weaknesses • Still largely theoretical - it looks good on paper right now, and it works in prototype.Very different from a real implementation. • Still likely to be naive - a lot of the information a deliberative planner would extract is being ignored for speed. 17
  • 70. Weaknesses • Still largely theoretical - it looks good on paper right now, and it works in prototype.Very different from a real implementation. • Still likely to be naive - a lot of the information a deliberative planner would extract is being ignored for speed. • Key will be proving exactly how efficient this approach is, and how successful it is for creating intelligent (or believable) agents. 17
  • 72. Main Contribution • Biggest contribution is showing that reactive systems can use the same basic "language" as deliberative systems such as Planning 18
  • 73. Main Contribution • Biggest contribution is showing that reactive systems can use the same basic "language" as deliberative systems such as Planning • Planning isn't appropriate for Game AI in general, but purely reactive approaches aren't always great either. 18
  • 74. Main Contribution • Biggest contribution is showing that reactive systems can use the same basic "language" as deliberative systems such as Planning • Planning isn't appropriate for Game AI in general, but purely reactive approaches aren't always great either. ‣ Both have (dis)advantages. 18
  • 75. Main Contribution • Biggest contribution is showing that reactive systems can use the same basic "language" as deliberative systems such as Planning • Planning isn't appropriate for Game AI in general, but purely reactive approaches aren't always great either. ‣ Both have (dis)advantages. ‣ Hybrid approach seems reasonable. 18
  • 77. I2A • Influence Landscapes form one part of a new execution architecture - the Integrated Influence Architecture (I2A) 19
  • 78. I2A • Influence Landscapes form one part of a new execution architecture - the Integrated Influence Architecture (I2A) • Concept is that Planning and Environmental stimuli provide sources of Influence across ILs 19
  • 79. I2A • Influence Landscapes form one part of a new execution architecture - the Integrated Influence Architecture (I2A) • Concept is that Planning and Environmental stimuli provide sources of Influence across ILs • Allows informed reaction biased by long term objective satisfaction. 19
  • 81. Shameless Plugs • Learn more about Automated Planning, the uses for Influence Landscapes and the Integrated Influence Architecture at the Paris Game AI Conference 2011 20
  • 82. Shameless Plugs • Learn more about Automated Planning, the uses for Influence Landscapes and the Integrated Influence Architecture at the Paris Game AI Conference 2011 20
  • 83. Shameless Plugs • Learn more about Automated Planning, the uses for Influence Landscapes and the Integrated Influence Architecture at the Paris Game AI Conference 2011 http://gameaiconf.com 20

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