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Evolutionary Interactive
Bot for the FPS Unreal
Tournament 2004
José L. Jiménez, Antonio M. Mora, Antonio J. Fernández-Leiva
Depto. Lenguajes y Ciencias de la Computación, Universidad de Málaga
Depto. Arquitectura y Tecnología de Computadores, Universidad de Granada
II CONGRESO DE LA SOCIEDAD ESPAÑOLA PARA LAS CIENCIAS DEL
VIDEOJUEGO (CoSECiVi 2015)
24 Junio, Barcelona (España)
INDEX
• Unreal Game
• Pogamut
• Unreal Expert Bot
• Evolutionary Algorithms (EAs)
• Human Interaction in EA
• Results (2KBotPrize Competition)
• Conclusions and future work
CoSECiVi2015
Environment description
UNREAL
Unreal is a first person shooter (FPS).
Famous due to the excelent AI of the enemies (bots), which makes it an
amazing multiplayer game. Unreal Tournament series is widely extended.
It offers an editor (UnrealEd) which lets us change almost everything in
the game, even the behaviour of the bots. It uses the language
UnrealScript.
CoSECiVi2015
General description
POGAMUT
A java middleware for Unreal Tournament series games and
Defcon games.
The architecture is as follows:
It is possible to interact with the game from a java program,
getting higher independence (avoiding Unrealscript restrictions)
and increasing the possibilities (java libraries).
On the contrary, the structures, classes, functions and
workflows defined in the Unreal engine, cannot be accessed, nor
used.
CoSECiVi2015
Objectives
UNREAL EXPERT BOT
• Create an autonomous agent for playing Unreal
Tournament deathmatch championship.
• Considering the constraints of this competition:
- 1 vs 1 matches
- Small arenas
- Weapons are not respawned
- Some forbidden items (U-Damage, for instance)
- 15 minutes per match instead of a number of frags (kills)
• Human-like behaviour is desired.
• Modelling Expert player knowledge (and tricks).
- High control in timing (items respawn time)
- Deep knowledge about weapons and their advantages and
disadvantages
- Deep knowledge about items
CoSECiVi2015
Features
UNREAL EXPERT BOT
• Defined by means of a Finite State Machine based AI with two
state levels.
• Translated into a set of rules which determine its behaviour.
• Database which models the bot’s memory, since it is uploaded
with data about locations of items and weapons in the map.
CoSECiVi2015
Features
UNREAL EXPERT BOT
• Defined by means of a Finite State Machine based AI with two
state levels.
• Translated into a set of rules which determine its behaviour.
• Database which models the bot’s memory, since it is uploaded
with data about locations of items and weapons in the map.
CoSECiVi2015
Evolutionary Algorithms
EXPERT BOT EVOLUTION
by Johann Dréo
i -> initial
population
f -> evaluation
function (fitness)
? -> stop condition
Se -> selection
Cr -> crossover
Mu -> mutation
Re -> replacement
CoSECiVi2015
Evolutionary process in Unreal game
EXPERT BOT EVOLUTION
GE-BOT
Expert Bot based in a
Genetic Algorithm
Evolutionary
process
population
FITNESS EVALUATION
• Analyze Expert bot’s FSM
• Identify parameters
• Optimize them
Expert
Bot’s
AI
CoSECiVi2015
Evolutionary approach
EXPERT BOT EVOLUTION
• Generic Fitness
Just considers frags/deads
and damage produced/received
• Generational scheme
• 4-elitism
• Complex Fitness
- considers frags/deads
- damage produced/received
- time using the best or more
versatile weapons: Lightning
Gun and Shock Rifle
- getting the best items: Shield
and Super Shield
• Stationary scheme• Uniform Crossover
• Random mutation
• 4 Random individuals
• Chromosome 26
CoSECiVi2015
Human Expert Interaction
EXPERT BOT EVOLUTION
by Johann Dréo
Expert Interaction
CoSECiVi2015
Human expert interaction
EXPERT BOT EVOLUTION
• He/She is an expert in the game.
• Will ‘guide’ the search in order to obtain human-
like bots.
• He sees a bot in action and gives his/her opinion
about its behaviour in a form. This influences the
EA, blocking the good part of the chromosome.
CoSECiVi2015
Influence of Interactions on the Evolution
RESULTSCoSECiVi2015
2K BotPrize Competition
RESULTS
• International competition
which aims for the best
human-like bot for
playing Unreal
Tournament 2004.
• It should mislead a
group of human judges.
• 2nd position!!!!
CoSECiVi2015
and future work
CONCLUSIONS
• We have designed a human-like Bot starting from an
Expert bot which outperformed the standard Unreal
Tournament 2K4 bots in the hardest difficulty.
• It has been created with the help of human experts, who
interact with the optimization method (the EA).
• The bot has been presented to the 2K BotPrize
competition getting the second position.
• The interaction of experts also improves the obtained
solutions regarding their quality (fitness).
FUTURE WORK:
• Consider more points of interaction.
• Change the fitness value accordig to the expert knowledge
(add the humanness factor).
CoSECiVi2015
OVER
GAME
Questions?!?!
CONTACT:
josejl1987@gmail.com - amorag@geneura.ugr.es - afdez@lcc.uma.es
CoSECiVi2015

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CoSECiVi'15 - Evolutionary interactive bot for the FPS Unreal Tournament 2004

  • 1. Evolutionary Interactive Bot for the FPS Unreal Tournament 2004 José L. Jiménez, Antonio M. Mora, Antonio J. Fernández-Leiva Depto. Lenguajes y Ciencias de la Computación, Universidad de Málaga Depto. Arquitectura y Tecnología de Computadores, Universidad de Granada II CONGRESO DE LA SOCIEDAD ESPAÑOLA PARA LAS CIENCIAS DEL VIDEOJUEGO (CoSECiVi 2015) 24 Junio, Barcelona (España)
  • 2. INDEX • Unreal Game • Pogamut • Unreal Expert Bot • Evolutionary Algorithms (EAs) • Human Interaction in EA • Results (2KBotPrize Competition) • Conclusions and future work CoSECiVi2015
  • 3. Environment description UNREAL Unreal is a first person shooter (FPS). Famous due to the excelent AI of the enemies (bots), which makes it an amazing multiplayer game. Unreal Tournament series is widely extended. It offers an editor (UnrealEd) which lets us change almost everything in the game, even the behaviour of the bots. It uses the language UnrealScript. CoSECiVi2015
  • 4. General description POGAMUT A java middleware for Unreal Tournament series games and Defcon games. The architecture is as follows: It is possible to interact with the game from a java program, getting higher independence (avoiding Unrealscript restrictions) and increasing the possibilities (java libraries). On the contrary, the structures, classes, functions and workflows defined in the Unreal engine, cannot be accessed, nor used. CoSECiVi2015
  • 5. Objectives UNREAL EXPERT BOT • Create an autonomous agent for playing Unreal Tournament deathmatch championship. • Considering the constraints of this competition: - 1 vs 1 matches - Small arenas - Weapons are not respawned - Some forbidden items (U-Damage, for instance) - 15 minutes per match instead of a number of frags (kills) • Human-like behaviour is desired. • Modelling Expert player knowledge (and tricks). - High control in timing (items respawn time) - Deep knowledge about weapons and their advantages and disadvantages - Deep knowledge about items CoSECiVi2015
  • 6. Features UNREAL EXPERT BOT • Defined by means of a Finite State Machine based AI with two state levels. • Translated into a set of rules which determine its behaviour. • Database which models the bot’s memory, since it is uploaded with data about locations of items and weapons in the map. CoSECiVi2015
  • 7. Features UNREAL EXPERT BOT • Defined by means of a Finite State Machine based AI with two state levels. • Translated into a set of rules which determine its behaviour. • Database which models the bot’s memory, since it is uploaded with data about locations of items and weapons in the map. CoSECiVi2015
  • 8. Evolutionary Algorithms EXPERT BOT EVOLUTION by Johann Dréo i -> initial population f -> evaluation function (fitness) ? -> stop condition Se -> selection Cr -> crossover Mu -> mutation Re -> replacement CoSECiVi2015
  • 9. Evolutionary process in Unreal game EXPERT BOT EVOLUTION GE-BOT Expert Bot based in a Genetic Algorithm Evolutionary process population FITNESS EVALUATION • Analyze Expert bot’s FSM • Identify parameters • Optimize them Expert Bot’s AI CoSECiVi2015
  • 10. Evolutionary approach EXPERT BOT EVOLUTION • Generic Fitness Just considers frags/deads and damage produced/received • Generational scheme • 4-elitism • Complex Fitness - considers frags/deads - damage produced/received - time using the best or more versatile weapons: Lightning Gun and Shock Rifle - getting the best items: Shield and Super Shield • Stationary scheme• Uniform Crossover • Random mutation • 4 Random individuals • Chromosome 26 CoSECiVi2015
  • 11. Human Expert Interaction EXPERT BOT EVOLUTION by Johann Dréo Expert Interaction CoSECiVi2015
  • 12. Human expert interaction EXPERT BOT EVOLUTION • He/She is an expert in the game. • Will ‘guide’ the search in order to obtain human- like bots. • He sees a bot in action and gives his/her opinion about its behaviour in a form. This influences the EA, blocking the good part of the chromosome. CoSECiVi2015
  • 13. Influence of Interactions on the Evolution RESULTSCoSECiVi2015
  • 14. 2K BotPrize Competition RESULTS • International competition which aims for the best human-like bot for playing Unreal Tournament 2004. • It should mislead a group of human judges. • 2nd position!!!! CoSECiVi2015
  • 15. and future work CONCLUSIONS • We have designed a human-like Bot starting from an Expert bot which outperformed the standard Unreal Tournament 2K4 bots in the hardest difficulty. • It has been created with the help of human experts, who interact with the optimization method (the EA). • The bot has been presented to the 2K BotPrize competition getting the second position. • The interaction of experts also improves the obtained solutions regarding their quality (fitness). FUTURE WORK: • Consider more points of interaction. • Change the fitness value accordig to the expert knowledge (add the humanness factor). CoSECiVi2015