Unreal Expert Bots at IWANN 2013

Last week there was held IWANN 2013 at Tenerife, an international conference mainly devoted to researches inside the neural networks scope. In it, Antonio Fernández Leiva, Raúl Lara and Me organized the Special Session on Artificial Intelligence and Games.

There were five works in the session, one of them “Designing and Evolving an Unreal Tournament— 2004 Expert Bot“.

It describes the designing and improvement, through off-line (not during the game) evolution, of an autonomous agent (or bot) for playing the game Unreal Tournament 2004. This was created by means of a finite state machine which models the expert behaviour of a human player in 1 vs 1 deathmatch mode, following the rules of the international competition.

Then, the bot was improved by means of a Genetic Algorithm, yielding an agent that is, in turn a very hard opponent for the medium-level human player and which can (easily) beat the default bots in the game, even in the maximum difficulty level.

The presentation can be seen at:

Moreover, you can watch one example of the evolution in the following video:

Finally, the Unreal Expert and Genetic bot’s source code are available at https://github.com/franaisa/ExpertAgent

Enjoy them. ;)

More results of the hispano-mexican collaboration

As a result of a collaboration with Mario García Valdez, Leonardo Trujillo and Francisco Fernández (this one from Spain) we have published two papers based on the EvoSpace framework a pool-based evolutionary architecture for interactive and straight evolutionary computation. The first paper describes the EvoSpace-i, the interactive part and is well described by Paco Fernández in our group blog, and the

Super Mario autonomous agents at LION 2013

Recently, inside the last LION 7 (2013) conference (Special Session on Games and Computational Intelligence) there was presented the paper entitled “FSM-Based Agents for Playing Super Mario Game”.

It describes the implementation and test of an autonomous agent which can play Super Mario game better than an expert user can do (in some trained levels).
It is build starting from a Finite State Machine and applying an Evolutionary Algorithm.

The presentation is:

You can watch one example of the obtained agent playing a game here:

Enjoy it. ;)

Genebot (again) in CIG2012

Adaptative bots for real-time strategy game via map characterization(A.Fernández-Ares, P.García-Sánchez, A.M. Mora, J.J Merelo) is the title of the paper we have presented in CIG2012. In this work we use Genetics Algorithms for improve an adaptative bot for play (and win!) to planet wars. We made it through the characterization of the maps, studing those features (calculated quickly) that influence in bot behavior:  

The abstract:

This paper presents a proposal for a fast on-line map analysis for the RTS game Planet Wars in order to define specialized strategies for an autonomous bot. This analysis is used to tackle two constraints of the game, as featured in the Google AI Challenge 2010: the players cannot store any information from turn to turn, and there is a limited action time of just one second.They imply that the bot must analyze the game map quickly, to adapt its strategy during the game. Based in our previous work, in this paper we have evolved bots for different types of maps. 

Then, all bots are combined in one, to choose the evolved strategy depending on the geographical configuration of the game in each
turn.
Several experiments have been conducted to test the new approach, which outperforms our previous version, based on an off-line general training.

Presentation:

Dealing with Noisy Fitness in the Design of a RTS Game Bot

This paper is a part of my Final Degree Project and it’s the result of our participation in the Google AI Contest of 2010. It’s also my first presentation in an conference, and the first time in English. In this paper we talk about the design of a bot that can play (and win) to the game Planet Wars. In this post we can read the rules of the contest and the game.

In this paper, we study the impact of the noisy fitness in the desing of the bot, because the choose of a bad fitness can make useless the genetic algorithm.

The presentation can be found here:
http://www.slideshare.net/antaress/dealing-with-noisy-fitness-in-a-rts-game-bot-design

This paper was accepted in the EvoGame and was nominated for the best paper.

Pool based evolutionary algorithm presented in EvoStar 2012

This is the first internationally published paper (it was previously published in a Spanish conference of a series that deals with a system, intended for volunteer computing, that uses a pool for implementing distributed evolutionary algorithms. The basic idea is that the population resides in a pool (implemented using CouchDB), with clients pulling individuals from the pool, doing stuff on them, and putting them back in the pool. The algorithm uses, as much as possible, CouchDB features (such as revisions and views) to achieve good performance. All the code (for this and, right now, for the next papers) is available as open-source code.
The paper was accepted in the first edition of EvoPar as poster, and mainly concentrates on studying the effect of different parameters on scaling and performance, and comparing it with a canonical GA. Here’s the poster
Pool-based distributed evolutionary algorithms using an object database
The paper Pool-Based Distributed Evolutionary Algorithms Using an Object Database is available from SpringerLink if your university subscribes to it. If it does not, please send us an email.

Testing different diversity-enhacing migration and replacement policies in dynamic environments (an evolutionary robotics case)

The paper “Testing Diversity-Enhancing Migration Policies for Hybrid On-Line Evolution of Robot Controllers” has been published in Evostar 2012. This work was developed during my foreign stay at the Vrije Universiteit Amsterdam, with Doctor A.E. Eiben. Appart from having a great time of my life in Amsterdam, I did experiments, and science and stuff.

In this work, we present the results obtained from comparing several migration policies that tries to optimize in a noisy fitness environment: the on-line, on-board and hybrid evolutionary robotics problem. Three different migration policies have been studied (the most different migrant, random migrant and best migrant) and two replacement mechanisms: the migrant replaces the worst, or the migrant replaces the worst after being evaluated only if is better. Experiments with 4, 16 and 36 robots were conduced, with two different topologies (ring and panmictic) and also a comparison with other evolutionary robotics algorithms were performed. Results show that the replacement mechanism has more influence than the migration policy or topology, and it also affects the tuning of the algorithm parameters. We asked ourselves the next questions:

  • Using the hybrid approach (island model), which is the best combination of migration policy, admission policy, and island topology?
  • Is this combination better than the encapsulated and distributed alternatives?
  • Does the number of robots affect the result and if so, how?

Conclusions, graphs and stuff and in the paper, but summarizing, multikulti technique (receive the most different individual of my population from other islands) and accept it in my population after its evaluation perform better than other alternatives, even with less migration rate.

You can also check the poster here.

The Springer link to the paper is  Testing Diversity-Enhancing Migration Policies for Hybrid On-Line Evolution of Robot Controllers but you can download the draft.

The abstract:

We investigate on-line on-board evolution of robot controllers based on the so-called hybrid approach (island-based). Inherently to this approach each robot hosts a population (island) of evolving controllers and exchanges controllers with other robots at certain times. We compare different exchange (migration) policies in order to optimize this evolutionary system and compare the best hybrid setup with the encapsulated and distributed alternatives. We conclude that adding a difference-based migrant selection scheme increases the performance.

[EVO* 12] Validating a Peer-to-Peer Evolutionary Algorithm

Tomorrow we will be presenting the work “Validating a Peer-to-Peer Evolutionary Algorithm” in Evo* 2012 held in Malaga, Spain. You can find below the abstract and presentation of the work.

This paper proposes a simple experiment for validating a Peer-to-Peer Evolutionary Algorithm in a real computing infrastructure in order to verify that results meet those obtained by simulations. The validation method consists of conducting a well-characterized experiment in a large computer cluster of up to a number of processors equal to the population estimated by the simulator. We argue that the validation stage is usually missing in the design of large-scale distributed meta-heuristics given the difficulty of harnessing a large number of computing resources. That way, most of the approaches in the literature focus on studying the model viability throughout a simulation-driven experimentation. However, simulations assume idealistic conditions that can influence the algorithmic performance and bias results when conducted in a real platform. Therefore, we aim at validating simulations by running a real version of the algorithm. Results show that the algorithmic performance is rather accurate to the predicted one whilst times-to-solutions can be drastically decreased when compared to the estimation of a sequential run.

Optimización evolutiva de bots para el juego Planet Wars

Aquí está la presentación del trabajo que da título al post. Es una versión actualizada del trabajo que se presentó en el IWANN 2011, así que os refiero primero a esa versión por si no estáis al tanto.
For information about an early version of this work (in English) please check here.

Estudio de un Operador de Mutación para Algoritmos Genéticos Basado en la Teoría de la Criticalidad Auto-Organizada

Our studies on the sandpile mutation operator were extended, presented at MAEB2012 and published in the proceedings (in spanish). The abstract:

La mutación montón de arena es un operador para Algoritmos Genéticos basado en un modelo de Criticalidad Auto-Organizado con el mismo nombre. El operador ha sido desarrollado con el objetivo de resolver problemas con función objetivo variable. Este artículo propone un estudio del operador y la optimización de su desempeño, experimentando diferentes estrategias que conectan el modelo auto-organizado y el Algoritmo Genético. Las pruebas sobre el algoritmo se desarrollan con un gran conjunto de problemas dinámicos, diseñados con un generador de problemas a partir de funciones-base no dinámicas. Las mejores configuraciones del algoritmo son comparadas con dos AGs recientemente propuestos para optimización dinámica. Demostramos que un AG con el operador de mutación montón  de arena es eficiente para el conjunto de pruebas que es propuesto.