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Automatically Extracting and Communicating Decision Rules for Increased Success in Real-time Strategy Games.

机译:自动提取和传达决策规则,以提高实时策略游戏的成功率。

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摘要

In real-time strategy games, strategy refers to how the player chooses to use military and economic resources. Another common name for this is macromanagement. Tactics (also known as micromanagement) refer to the movement of individual units and how to use them to win individual battles. Winning the game requires players to make a successful connection between strategy and tactics. In order to build this connection, however, players must involve a great deal of time and effort in order to obtain the base knowledge required.;There has been previous work done that examines both strategy and tactics in real-time strategy games. For strategy, previous work researches things such build orders or resource distributions. For tactics, they focused on battle management. To our knowledge, however, this is the first work that addresses the connection between strategy and tactics.;For example, let's consider the "Tower Rush" strategy. The "Tower Rush" is a strategy in which one player destroys all of an opponent's buildings very quickly by building cheap, but powerful, towers. Traditionally, "Tower Rush" needs expert knowledge to guide how many resources the player needs, what the correct build order is, when to launch an attack, the proper placement of towers, etc. My approach would quantify the "Tower Rush" strategy using conditional rules and then visualize the rules in game. To achieve the "Tower Rush," the player only needs to know basic operations like how to operate a resource miner, how to construct buildings, how to attack units, etc.;In my dissertation, I bridge the knowledge gap between strategy and tactics by leveraging signal processing and machine learning to obtain decision rules consistent with successful outcomes that are easily interpreted by novice players or implemented by bots.;Filling this gap in traditional way through experiences can be time-consuming and ineffective. This phenomenon is also known as the "knowledge acquisition bottleneck." To automatically fill the gap, I create a middle level, called decision rules, between strategy and tactics. I first analyze expert game logs and model the game logs as time-evolving models (e.g., time series and sequences of graphs) to keep the temporal information and changes of states in game environments. I then extract features from the time-evolving models by combining and applying feature extraction methods, signal processing, and machine learning. Next I obtain decision-tree rules by building decision tree models and use the extracted features as input. Finally, I translate the decision-tree rules to decision rules because the decision-tree rules are not easily interpretable.;My evaluation proceeds in four phases in a popular real-time strategy game, Starcraft and a popular action real-time strategy game, DotA. In phase one, ML-based validation is used to evaluate that the rules are predictive of a game win. First, I collected game logs played by professional players and split them into a training set and a test set. Second, I use training set to extract the knowledge and test the prediction accuracy on the test set. In phase two, I validate the rules by game experts. In phase three, I implement the rules in a game bot and compete it with other game bots. The competition of game bots shows the extracted knowledge is effective in real game environments. In phase four, I create a visualization system. I measure the decision-making performance metrics of players guided by the visualization system in order to show that communication between players and the decision rules is effective.;In an appendix, I also present how my approach can be extended to another real-time strategy game and even other complex environments. I first validate my approach in Warcraft III (another popular real-time strategy game). I then show my approach can be used in hurricane environments and in currency exchange environments.
机译:在实时策略游戏中,策略是指玩家如何选择使用军事和经济资源。另一个通用名称是宏管理。战术(也称为微管理)指的是单个单位的移动以及如何使用它们来赢得单个战斗。赢得比赛需要玩家在战略和战术之间建立成功的联系。但是,为了建立这种联系,玩家必须花费大量的时间和精力才能获得所需的基础知识。以前的工作已经对实时策略游戏中的策略和战术进行了研究。对于策略,以前的工作研究诸如构建订单或资源分配之类的东西。对于战术,他们专注于战斗管理。然而,据我们所知,这是解决战略与战术之间联系的第一篇著作。例如,让我们考虑“ Tower Rush”战略。 “ Tower Rush”是一种策略,其中一个玩家通过建造廉价但功能强大的塔来快速摧毁对手的所有建筑物。传统上,“ Tower Rush”需要专业知识来指导玩家需要多少资源,正确的构建顺序,何时发动攻击,正确放置塔楼等。我的方法将量化“ Tower Rush”策略,方法是条件规则,然后可视化游戏中的规则。要实现“塔楼奔跑”,玩家只需要了解基本操作,例如如何操作资源矿工,如何建造建筑物,如何攻击部队等;在我的论文中,我架起了战略与战术之间的知识鸿沟通过利用信号处理和机器学习来获得与成功结果一致的决策规则,这些规则可以被新手玩家轻松解释或由机器人实现。;通过体验以传统方式填补这一差距可能既费时又无效。这种现象也称为“知识获取瓶颈”。为了自动填补空白,我在策略和战术之间创建了一个中间层,称为决策规则。我首先分析专家游戏日志并将游戏日志建模为时间演变模型(例如时间序列和图形序列),以保留游戏环境中的时间信息和状态变化。然后,我通过结合并应用特征提取方法,信号处理和机器学习来从时间演化模型中提取特征。接下来,我将通过构建决策树模型来获取决策树规则,并将提取的特征用作输入。最后,我将决策树规则转换为决策规则,因为决策树规则不容易解释。我的评估在一个流行的实时策略游戏《星际争霸》和一个流行的动作实时策略游戏中分四个阶段进行,刀塔。在第一阶段,基于ML的验证用于评估规则是否可以预测比赛胜利。首先,我收集了职业玩家玩过的游戏日志,并将其分为训练集和测试集。其次,我使用训练集提取知识并在测试集上测试预测准确性。在第二阶段,我将验证游戏专家的规则。在第三阶段中,我在游戏机器人中实施规则,并与其他游戏机器人进行竞争。游戏机器人的竞争表明,所提取的知识在真实游戏环境中是有效的。在第四阶段,我创建一个可视化系统。我测量了由可视化系统指导的参与者的决策绩效指标,以表明参与者与决策规则之间的沟通是有效的。在附录中,我还介绍了如何将我的方法扩展到另一种实时策略。游戏甚至其他复杂环境。我首先在Warcraft III(另一种流行的实时策略游戏)中验证了我的方法。然后,我展示了我的方法可以在飓风环境和货币兑换环境中使用。

著录项

  • 作者

    Yang, Pu.;

  • 作者单位

    North Carolina State University.;

  • 授予单位 North Carolina State University.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 120 p.
  • 总页数 120
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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