(I don't think I need an example for this community but I enjoyed watching. Essentially, the idea is that there are many different parameters in a game (such as attack damage for each unit, etc) which are quite difficult to tune without making the game imbalanced and one of the civilizations/strategies OP. This is a very interesting problem and I find 0 AD to be a particularly unique opportunity for exploring it. For example, it could try to predict the outcome of a battle (to determine if we should retreat) or try to imitate various high-level human strategies (such as predicting what a human might target for an attack). There are many different examples of intelligent components that could be incorporated. From a technical perspective, this makes the machine learning problem much easier/tractable while still enabling more intelligent behavior from the built in AI. Essentially, there are a lot of opportunities to incorporate learned components into an otherwise scripted AI. This is referring to a generic version of what I mentioned under "intelligent unit control". Although I think this could be fun for people to try to do, I wouldn't have high expectations on this front for awhile because it is a very hard problem for ML to solve - especially given the large number of different civilizations, maps, resource types, etc.Įnemy AI with Scripting and Learned Components This is actually very difficult although it has been recently done in StarCraft 2 ( ). That is, I could imagine that as the units gain more experience, they could also start having improved tactical behavior, such as kiting, automatically.Įnemy AI Trained Entirely with Reinforcement Learning That said, there are still some of the standard challenges present with machine learning around ensuring that the AI has been trained on sufficiently diverse scenarios so that it doesn't ever encounter something new and behave incorrectly.Īs far as potential impact on the game, automatic micromanagement could be interesting for either a component in an otherwise scripted AI such as Petra or as a way to make the units more intelligent as they gain experience. This is probably one of the easiest problems to explore as it can be done progressively starting with small, clearly defined scenarios using the functionality added in the beforementioned ticket. I have an example where an AI learns to kite with cavalry archers when fighting infantry at. Intelligent unit control (micromanagement) Potential Machine Learning Problems/Applications I go into the specifics below as well as discuss other potential avenues for integrating/leveraging machine learning: Tl dr - At a high level, I think that adding an OpenAI gym-like interface* could be a cool addition to 0 AD that would benefit both 0 AD (technically and in terms of publicity) as well as the research community in machine learning and AI. I have been interested in making it possible to explore applications of machine learning in 0 AD (as some of you may have gathered from ). I realized that I haven't really explained very thoroughly my interest and motivation so I figured I would do so here and see what everyone thinks!
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