These slides are from a presentation of a paper from AISB 2011. They lay out the concept of the Influence Landscape, a technique which uses Automated Planning tools to apply Influence Map-style representations to conceptual as well as spatial representations
4. Automated Planning
• Given the following:
‣ Specification of possible actions and facts in the world.
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5. Automated Planning
• Given the following:
‣ Specification of possible actions and facts in the world.
‣ Complete specification of initial state
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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
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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.
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10. Problems With Planning
• Planning is inherently problematic.
• Core assumptions are lousy
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11. Problems With Planning
• Planning is inherently problematic.
• Core assumptions are lousy
‣ World doesn't change unless the agent changes it.
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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.
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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.
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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
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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
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18. Searching vs Evaluating
• Planning involves tree search from initial state to goal
• We know that search is expensive.
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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.
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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.
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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.
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23. Influence Maps
• Also known as “Artificial Potential Fields”
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24. Influence Maps
• Also known as “Artificial Potential Fields”
• “Influence” is how attractive or repellant a particular
location is.
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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.
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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
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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.
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30. PDDL vs SAS+
• PDDL is standard method of describing planning problems
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31. PDDL vs SAS+
• PDDL is standard method of describing planning problems
• Propositional representation, true/false statements, high
dimensional binary representation.
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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.
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34. The DTG
• Each variable has a domain of possible values it can take.
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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.
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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.
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38. The DTG
• Consider a world in which a package can be moved between
certain places using a truck.
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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 :
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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.
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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.
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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 :
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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}
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46. Influence Landscapes
• A 2D Influence Map (particularly discretised) is really only a
graph with adjacent tiles connected.
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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.
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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.
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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.
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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
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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.
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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.
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68. Weaknesses
• Still largely theoretical - it looks good on paper right now,
and it works in prototype.Very different from a real
implementation.
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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.
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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.
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72. Main Contribution
• Biggest contribution is showing that reactive systems can use
the same basic "language" as deliberative systems such as
Planning
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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.
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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.
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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.
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77. I2A
• Influence Landscapes form one part of a new execution
architecture - the Integrated Influence Architecture (I2A)
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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
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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.
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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
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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
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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
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