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Imitative Learning for Real-Time Strategy Games - Montefiore

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Quantity<br />

Quantity<br />

1<br />

0,5<br />

0<br />

5 55 105 155 205 255 305 355 405 455<br />

3,5<br />

3<br />

2,5<br />

2<br />

1,5<br />

1<br />

0,5<br />

Barracks<br />

Factories<br />

Starports<br />

<strong>Time</strong> Feuille2 (s)<br />

0<br />

5 55 105 155 205 255<br />

Feuille3<br />

<strong>Time</strong> (s)<br />

305 355 405 455<br />

3,5<br />

3<br />

2,5<br />

2<br />

1,5<br />

1<br />

0,5<br />

Barracks<br />

Factories<br />

Starports<br />

(a) <strong>Strategy</strong> A<br />

0<br />

5 55 105 155 205 255 305 355 405 455<br />

<strong>Time</strong> (s)<br />

(b) <strong>Strategy</strong> B<br />

Fig. 4. TrainingPage set1strategies data and applying them in full one-on-one games. However,<br />

since the training data was artificially generated, the agent<br />

is restricted to a specific matchup type. A larger and more<br />

diverse dataset would be required to significantly impact the<br />

per<strong>for</strong>mance of agents against human players. We there<strong>for</strong>e<br />

plan on extending this work to larger datasets.<br />

In order to efficiently learn from richer sets, potentially<br />

collected from various sources, we suspect clustering will<br />

be required to organize records and maintain manageable<br />

datasets. Furthermore, the manually generated training data<br />

only contained desirable production strategies. When training<br />

data is automatically collected from various sources, selec-<br />

Page 1<br />

tion techniques will be required to filter out undesirable<br />

production strategies. We believe that with a large enough<br />

set, the learned production strategy models should be robust<br />

enough to be used against human players.<br />

Besides production-related improvements, there are other<br />

areas worth investing in to increase agent per<strong>for</strong>mance<br />

such as in<strong>for</strong>mation management or combat management.<br />

Enhanced in<strong>for</strong>mation management can allow an agent to<br />

better estimate the state of its opponents and <strong>for</strong> example<br />

predict the location of unit groups that could be killed be<strong>for</strong>e<br />

they can retreat or be joined by backup <strong>for</strong>ces. As <strong>for</strong><br />

Quantity<br />

Quantity<br />

<strong>Games</strong> (%)<br />

3,5<br />

3<br />

2,5<br />

2<br />

1,5<br />

1<br />

0,5<br />

Barracks<br />

Factories<br />

Starports<br />

Feuille2<br />

0<br />

5 55 105 155 205 255<br />

Feuille3<br />

<strong>Time</strong> (s)<br />

305 355 405 455<br />

3,5<br />

3,5<br />

3<br />

3<br />

2,5<br />

2,5<br />

2<br />

2<br />

1,5<br />

1,5<br />

1<br />

1<br />

0,5<br />

0,5<br />

Barracks<br />

Barracks<br />

Factories<br />

Factories<br />

Starports<br />

Starports<br />

(a) <strong>Strategy</strong> A<br />

0<br />

0 5 55 105 155 205 255 305 355 405 455<br />

5 55 105 155 205<strong>Time</strong> (s) 255<br />

<strong>Time</strong> (s)<br />

305 355 405 455<br />

100<br />

90<br />

80<br />

70<br />

60<br />

50<br />

40<br />

30<br />

20<br />

10<br />

0<br />

(b) <strong>Strategy</strong> B<br />

Feuille1<br />

Page 1<br />

Fig. 5. Test set strategies<br />

<strong>Strategy</strong> A <strong>Strategy</strong> B<br />

Page 1<br />

Fig. 6. <strong>Strategy</strong> frequencies<br />

Training set<br />

Test set<br />

combat management, it may lead to much more efficient unit<br />

handling in battle and <strong>for</strong> example maximize unit life spans.<br />

ACKNOWLEDGMENTS<br />

Raphael Fonteneau is a postdoctoral researcher of the FRS-<br />

FNRS from which he acknowledges the financial support.<br />

This paper presents research results of the Belgian Network<br />

DYSCO (Dynamical Systems, Control, and Optimization),

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