'Neurotic' is Best RTS strategy
An anonymous reader writes "Austrian researchers experimenting with adding emotion to game AI say that 'neurotic' software is best at RTS. They developed aggressive, defensive, neutral and neurotic bots to play Age of Mythology, based on psychological models of emotion. Neurotic bots beat the standard game AI every time and faster than the other personalities."
This tells us more about the game-play balance in AoM than how to approach games in general. I'd be more interested in seeing these bots play CiV 4 where I doubt that neurotic behaviour would triumph.
What, did they expect the lazy or apathetic bots to excel?
Being skilled at any endeavour requires "neurosis".
I discovered that a hardcore neurotic kind of strategy worked well in Lords of the Realm 2 when playing with my brother. He didn't care, and would rather have the game over quicker than not, so when we started the game he immediately spent all his resources on getting weapons and a huge army, and within four turns or so had come over and whooped my ass. Every single other aspect of his kingdom was in shambles, but he had the element of surprise, and that's all that ended up mattering.
I'm thinking the AI would think something similar to me... "Surely he won't try that. If he fails in his attack, he'll just fall over on his own accord in a few turns." Unless he doesn't.
This only depicts what emotional-based AI is best at beating the default AI at said games, and gives no feedback on how these AIs performed against humans, which really would be the more interesting thing.
why women always get their way. Opponents simply throw up their hands in despair and surrender.
The neurotic bots are more likely to make odd moves that (seemingly) have little or nothing to do with the moves made by computer players. The computer AI is likely a lot more structured, and takes a while to shift strategies to compensate for the odd behavior of the bot, leaving the bot more breathing room.
"It is a miracle that curiosity survives formal education." -Albert Einstein
"So long and thanks for all the fish."
Can you imagine programming all the styles of mind patterns from this experiment into the AI bots of games. Have the game randomly select opponents AI patterns and set them against the player. FPS would be a good start, but this idea could be used in nearly any game where the player would need to adapt to the opponents.
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Faster is better now? Then why did they bother to code the defensive personality?
This whole study compares how the four AI bots did against the game's built-in AI. I'd like to know how the four "personality" types did against each other, as well. Even then, the whole study is limited to the gameplay mechanics of this one game. That's not to say that the information isn't useful--just that it's pretty limited at this point.
This guy's the limit!
... is this perhaps reflective of real life personalities, such as those who are best at war mongering?
i.e. would have Hitler been considered neurotic?
OK so they made a program that was better than some existing AI for some strategy game whose rules are particular to that game. This doesn't tell us a lot because we don't know how strong the existing AI was, and have no real way to measure that. It could just be that the 'neurotic' program happened to exploit flaws existing in the current computer player. That doesn't tell us much about how well it would fare against humans.
To get a meaningful result they'd need to test the different programs against experienced, intelligent human opposition. Or better, stop messing around with real-time strategy games and design AI for a game whose rules are already well-known. If a 'neurotic' or 'emotional' player program starts beating the 'purely logical' computer engines in chess, then I'll take notice. We know that the existing AI for chess is quite good (and there is a choice of several strong engines to test against) so any advance over that is likely to be genuine and not just exploiting obvious flaws in some existing program.
-- Ed Avis ed@membled.com
See that bit at the top? That little slogan? Yea. If you don't know what RTS, TCP, LDAP or STMP stand for this probably ain't the place for you.
TCP, LDAP, and SMTP are common networking protocols. I'm not stupid, just not familiar with some arcane, meaningless arconym for which there was no definition. I don't think that's my fault, do you?
seriously, how have you happened to be around slashdot for as long as you have and not seen at least some of the dozens of stories talking about Real Time Strategy games?
News flash: groups of people with similar interests or knowledge will develop jargon. It exists to speed communication.
This is /., you know. We assume readers have a certain level of familiarity with terms and acronyms used in technology/ gaming/ computer science/ rocket science/ Star Wars/ WoW/ pr0n/ topology/ quantum chromodynamics and related fields that might show up as articles, just like we assume no one will read the fscking article itself. That said, if you don't know what does RTS stands for, a quick trip to Google will enlighten you, but I doubt you will find the story or the comments particularly interesting.
Where is that guy who'd die defending what I had to say when I need him?
Apart from being extremely predictable it has a habit of bugging out and doing nothing (not even gathering resources) until it gets out of whatever infinite loop it's stuck in or you kill it.
Everytime you tell a story you have to set a certain limit where you just have to assume the person you are talking too understands your words. For instance, you just seem to assume that I know what an acronym is. That I get your use of the word "drift" what does your racing style have to do with slashdot editors?
This is slashdot, we do NOT explain words like RAM or CPU. If you don't understand those acronyms, you do not belong here. This is furthermore the game section of slashdot and Real Time Strategy is a well known genre of games. Do we have to explain FPS as well? (First Person Shooter) How about 3D?
At a certain point you just have to decide, allright my audience just knows this, and if they don't they are not my audience. If you don't, you end up like mainstream publications that have to dumb down everything to such an extent that EVERYONE feels insulted.
One of the more intresting approaches I have seen is/was (not sure if it still exists) is the dutch childerens news. It leaves out some stories but uses the extra time to more deeply explain the rest so that a person with limited world knowledge (like a kid or an american) can still follow what is happening in the world. You can also clearly see the problem there, they need a lot more time to cover the same event.
So unless you want slashdot stories to run several pages and be linked to hell to wikipedia, you are just going to have to use your own brain. This is the internet, the answer is only a few clicks away.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
"AI" for chess isn't AI at all. It's mostly a matter of pattern recognition and storage space. There's a *lot* more variables to deal with in an RTS, so I'd say using an RTS to test AI is perfect.
Wheel in the sky keeps on turnin'.
maybe this goes to show how the neurotic leaders of ages past came to such power. some of the roman emperors were not known for being the most stable minds.
You are SO right, if you don't know about "Save the Montagnard People" you just don't belong on Slashdot! http://www.montagnards.org/
If you are reading articles from games.slashdot.org and you don't know what RTS is, you are likely in the wrong place. It is hardly some 'arcane' acronym.
- It's anarchy baby. Suck it up.
Stop bitching pms boy.
I've noticed the AI in rts games like Age of Mythology has a general path it will take if left to its own devices, basically build up resources, develop tech a bit, start cranking out low-level infantry/cavalry to harass and probe, and either turtle up or wait till it has a large force to attack with. If the player raids, the AI will start building units to counter. One of the easiest ways to overwhelm AI opponents, especially in the Age of... games, is to feint with one type of unit in a raid, wait a little while, and then come in with a large group of whatever the AI counter unit is weak against. One of the qualities of the "neurotic" AI was apparently to switch strategies frequently and for illogical reasons (or at least as logical responses to inaccurate data) which would put the default AI on its heels.
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I don't know karate, but I do know CAAA- RAAAY-ZEEEE!
--
make install -not war
1. Also called psychoneurosis. a functional disorder in which feelings of anxiety, obsessional thoughts, compulsive acts, and physical complaints without objective evidence of disease, in various degrees and patterns, dominate the personality.
2. a relatively mild personality disorder typified by excessive anxiety or indecision and a degree of social or interpersonal maladjustment. It pretty much explains virtually every rts game player I've ever met.
Deleted
So does that mean that if you're good at RTS games, you are neurotic?
Is anyone else skeptical about the premise of this piece? How did the researchers get access to the AI of AOM? The game is not open source and there is certainly no provision within the off the shelf version of the game for creating your own AI. From the article: "They created aggressive, defensive, normal and neurotic versions of the AI software in the war strategy game Age of Mythology." One might suspect that Microsoft/Ensemble would be very reluctant to have their underlying AI code out in the wild. If it was a hack, are they publishing their code? If not, how can the results be truly analyzed? However, if it is a hack publishing their code might be an infringement. Had it been almost any other publishing house I'd be less suspicious, but I don't think MS just gave them the source code to their program and said "have at it". I'd be more interested in the science of how they cracked the internals of the game than their results about neurotic playing styles.
You know the drill - leave your geek card to reception on your way out
Read radical news here
"It's a machine, CmdrTaco. It isn't Neurotic. It doesn't get pissed off, it doesn't get happy, it doesn't get sad, it doesn't laugh at your jokes... IT JUST PWNS j00r A$$!!!"
"All great wisdom is contained in .signature files"
Real Time Strategy games are one of the oldest and largest genre of games on computers. If that's your definition of arcane then this really ain't the place for you.
Geez. you probably have no experience of starcraft and related rts gaming. what you depict has been so much used during 1998-1999 that it is now seen as a sign of noobness. whoever does it gets their ass whipped.
Read radical news here
Use the intraweb thinger to look up stuff.
-Dave
In short, you are a narcissistic prick.
Chicken, chicken chicken chicken chicken. Chicken chicken Chicken, chicken chicken chicken CKN chickens Chicken Chicken Chicken. Chicken chicken, chicken chicken chicken, chicken chicken chickens chicken chicken chicken chicken. (Chicken chicken chickens, chicken.)
Chicken?
Yeah you know the rule: once a computer can do it, it's no longer AI. I just wrote AI as a shorthand for 'algorithm which chooses the move to make for the current game state'.
-- Ed Avis ed@membled.com
Having to learn new words and meanings is not quicker at all. At least part of the use of jargon is to be able to discriminate those in the group from those outside of it.
This space is intentionally staring blankly at you
"Twitchy psychopath" works best in FPS, and Tourette syndrome seems to dominate Barrens chat in WoW
More music, fewer hits
The Wikipedia article on Real Time Strategy games is the second result when searching Google for "RTS."
There's nothing wrong with asking questions when you see a term you're unfamiliar with, but there's no need to complain that the summary didn't spell it out for you.
"Do we have to explain FPS as well? (First Person Shooter) How about 3D?"
I had to think for second what RTS was, OTOH the GP obviously knows the meaning of "bot".
And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
RTS is good, if you want to test the AI against some default base AI.
I'd imagine pitting the bots against one another in a game of Texas Hold 'Em would yield some good data about the bots' performance with respect to each other (ie. the neurotic one might take the first couple hands because of vigorous betting, but does his risky behavior over time bankrupt him? etc.)
Okay, ignoring the fact that I fail to believe that we are anywhere near even a rudimentary simulation of primitive emotional concepts, not matter how abstracted, when it comes to implementing an AI:
The default AI in most games is terrible - even just writing a "do-random-stuff" AI would probably beat the in-game AI 20-50% of the time (provided you put in simple anti-suicide routines, like not using up all it's available funds etc.). Most AI in games relies on the fact that it knows everything that's going on (including exactly how long until their next unit is built, how many pixels you are away before it can fire on you, how much gold it will have by then etc.) and will generalise EVERYTHING (i.e. it'll be in "attack" or "defense", "hard" or "soft", "co-operative" or "go-it-alone"). Most games have a variety of "sliders" on the AI and the games-makers tweak them either randomly, in steps for each more difficult level or according to a pre-built AI "profile" (e.g. cautious but fast etc.).
In some games, that's more than enough to give anyone a challenge, at least until they are nearing the end of the game's useful lifetime. Snooker/pool games spring to mind. You won't beat a "top-level" AI on a snooker/pool game. It knows exactly where everything will go, even several "moves" in advance if necessary and can play a perfect game if required.
RTS's though, are much harder to simulate. Yes, there are a lot of factors involved in the creation, strength, durability, mobility etc. of units but at the end of the day it's a military tactics game. Pixel-perfect positioning of a nice ambush will keep the computer in an endless loop of "attack, run away, heal, attack, run away, heal".
I've not played AoM much, I'm an AoE2 fan personally, but the AI was amazingly easy to overwhelm with just a simple early-game rush, confuse with an impenetrable fortress hiding some long-range weapons and particularly predictable when it comes to individual AI tactics.
All AI's are predictable to a point in mass-market games - you can always "learn" to beat the AI in any particular game. Granted, it may be hard to do, it may be different to other similar games, but there's always some point at which you "know" what it's going to do.
It seems to me that, given that, an AI that is very "jittery" and over-compensates might beat the in-game AI in some games. However, on others, even in the same genre, it would get trounced. The "researchers" are assuming that the in-game AI is somehow a good approximation of a "neutral" player. They are also assuming that they have programmed each type of AI without any glaring logic holes in their tactics and that they are all equally matched in terms of capabilities. A cautious AI would win over a boisterous AI in only 50% of games.
More importantly, it's only a test of AI programming skill, not what "personalities" are trying to be reflected by the coders.
Marvin would seriously kick ass at RTS games based on the article.
Easy solution, have a glossary page on slashdot for each main subject that defines specialized terms and acronyms for newbies. Even something as simple as "3D" might not be obvious to a person with rough English language skills.
I agree though that if you need RAM defined for you then you probably won't get much out of the discussion.
It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
YHBT. YHL. HAND.
This is bad news for the future of REAL AI if this gets generalized... imagine a future of self-aware machines, programmed to be neurotic, trapped there because they don't want to lose their jobs by getting their personalities rebalanced...
Scientific basis for Sirius Cybernetics in Hitchhikers' Guide to the Galaxy?
GO TEAM PSYCHOBOT!
Computer scientists give things such sensitive names.
Did anyone else notice that all the screenshots in the article are from AoEIII?
I agree that some jargon just exists to make people feel special.
A lot of jargon exists to save time.
With regard to software, Patterns would be a good counter-example.
I've seen senior resources have very brief but concise conversations using patterns jargon.
"So I'll use a singleton for this and a factory object for that"
"sounds good."
The same conversation without the jargon would have taken much longer and been prone to miscommunication.
She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
I know you were just making a joke, but I feel like taking it seriously anyway.
Well, sort of seriously, anyway.
The cultural tradition of women getting their way stems, in my opinion, from the cultural reinforcement of addictive tendencies in men. More specifically, addiction to sexuality. While the male sex drive is strong, cultural influences encourage even more slavery to this impulse, and further incline one to view a low sex drive (or even just a stoic level of self-control) as a lack of masculinity, or simply put, as weakness.
The end result is that men adopt a strongly sex-driven persona which in turn gives their women great control over thier behavior.
In other words, our notion of horny=manly sets us all up to become p-whiped.
The door swings both ways. Biology + cultural reinforcement inclines women (at least American women) to want romance (especially to be seen in public with a man who is showering affection on her). Learn to grant and withold that, and you can start getting your way too.
If a 'neurotic' or 'emotional' player program starts beating the 'purely logical' computer engines in chess, then I'll take notice.
But thats just it. Chess allows only for the "Next Best Move". Playing an illogical move only results in the player playing it to loose because it puts them at a disadvantage and the logical computer simply knows the counter moves anyways for your worst move.
As in...
A logical AI assumes you'll play the next best possible move, but if you play the next possible worst move you are in a worse position and the AI simply knows the next best move and plays for that, but if you still keep playing the worst possible move you will only end up loosing faster.
In that regards, a logical chess program would be an AI or human who plays non-logically.
However, the reason why an RTS is important is because Chess is a limited game to a certain subset of rules that a computer can brute force all possible best moves.
However, in real world combat situations, there are no set definitions of strategies because you are simply allowed almost infinite possibilities of winning.
Lets say we take a human pilot or an AI pilot in actual Fighter combat in the skies (we'll see this scenario in the next 20 years) and pit them against each other in a real world situation. A logical AI would understand what the next best move is and the pilot will have an idea of what a logical AI would do.
However, the human pilot might do something crazy it knows it can throw off the AIs strategy like flowing into a nearby storm cloud or perhaps into a dangerous maneuver through a canyon or city landscape (under bridges and between buildings) which might throw the logical AI off.
After a while, a human pilot would have a general strategy with dealing with an AI that didn't adapt. He would know how an AI would react and be able to defeat it without too much effort.
Now a completely crazy AI would basically confuse the human and also other AIs who assuming the other AI was going to do in its next best move. Since in the real world (and in RTS) there are almost infinite combinations of what you can do in real combat, being unpredictable really helps win battles.
But like I said... Chess only has a limited set of moves. I would be an illogical AI would do far better at a game of Go than his logical counterpart.
"I am the king of the Romans, and am superior to rules of grammar!"
-Sigismund, Holy Roman Emperor (1368-1437)
that the game's gameplay is too simple or too unbalanced. It favors specific "strategies", ie. the aggressive and neurotic ones...
So, well, that's nothing new, indeed.
'Neurotic' is best Real-Time Strategy Strategy
Kinda like Network Interface Card Card, Automated Teller Machine Machine, and Personal Identification Number Number.
"If I were to ask you a hypothetical question, what would you like it to be about?"
The presentation is light on details, and I haven't had time to poke around the researchers' websites, but, at first blush, I wonder whether the results have much to do with psychology per se? Rather, these guys have shown, in a round-about way, that the AoM "AI" is not very strong; in particular, that it's overly cautious and "leaves a lot on the table": given available resources, it could go on the offensive sooner than it does. That's why the "aggressive" and "neurotic" agents do so well against it. Playing AoM is a very complex dynamic programming problem, and it's anyone's guess what sort of objective function its authors have constructed, but now we can see that a fairly coarse re-weighting could significantly improve it. I don't think that the general take-way here ought to be that "neurotic" agents do well in strategic games (contract to the classic "tit-for-tat" repeated-games result).
That said, from the introduction of the presentation one can see that the real goal of this effort is to create bots that *people enjoy playing against*. That's probably only loosely related to the absolute strength of the opponent, and it makes complete sense that it would be thrilling to be up against an AI that can suddenly just "take a flyer" and surprise you.
"I am just a customs officer; but I, too, wish to understand what is going on" -- Bertold Brecht
A2 to D8.
It's your move, Mr. Deep Blue. Check, by the way.
I fell victim to the Rush for the first time in 1995 playing Command and Conquer. An aggressive strategy involving starting units or the bottom units of the tech tree will prove successful against a defensive player in a great many RTSes.
RTS is more complex then any chess game.
While on the surface there fewer choices any minor thing has disproportionate influence on outcome(e.g.attacking 1 second after some tower upgrade).
Chess is completely deterministic:Thats why chess books exist.Computer that play chess,just calculate move with best score.They do not have any AI,just bunch of sorting algorithms for game tree.
No, it can't. What gave you that idea? The space of possible games is huge.
Your suggestion of testing with Go is a good one. If someone makes an 'illogical' or 'emotional' algorithm to play Go, and it turns out better than existing computer players (which are not that good), then this will be a significant finding. However note that Go, just as much as chess, has only a limited set of moves. Both are finite and both huge enough that you can't brute-force them.
-- Ed Avis ed@membled.com
When it is clear that I have no hope of winning, I tend to start messing with the game. Had a guy get really pissed off yesterday at a board game and finally say "I just don't know what the hell you are going to do!"
Sadly, this made me smile and feel happy since 40 minutes before it was his move that made it certain I would not win.
She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
___
No power in the 'verse can stop me
And according to you, "Sorting algorithms" are no longer artificial intelligence if we know what equations and transforms to execute.
And to think, at one time we thought that WAS AI.
I, for one, welcome our neurotic AI overlords.
From the article: The neurotic bot was more likely than the others to distort hard facts about resources - like the amount of timber around - and flip between extremes of behaviour. And it was better than the rest. Basically this means the extreme and fast reactions are the optimal ones; for example to get from A to B in the shortest time and stop at both ends, you'd accelerate with full force and then brake with full brakes. Humans neurotics however, might have a taste for braking only or accelerating only.
Hey don't blame me, IANAB
sick of sigs... *sigh*
Here I am, brain the size of a planet and they ask me to Zerg rush the enemy base. What I want to know is why cant they give me a decent game to play? Something with higher stakes? Look, WOPR gets to play Global Thermonuclear Warfare and he cant even walk around. Not to mention this terrible pain in ALL the diodes up and down my right side...
Upon Reading TFA, I found myself thinking of realworld examples of how neurotic (or even psychotic) leaders sometimes acquire power despite going against everything any normal and rational person would support. The first one that leapt to mind was Idi Amin. Stalin, Hitler, and many others qualify as "neurotic winners" who reached power despite everyone else's better sense.
~REZ~ #43301. Who'd fake being me anyway?
Eh, wouldn't that be "frames per second". Those three letter acronyms are just too popular.
Brilliant! If only I had mod points...
"so that a person with limited world knowledge (like a kid or an american) can still follow what is happening in the world"
LOL
There's a crap-ton of material in CS that I (we) take for granted, even discounting patterns. State machine. Stack/queue/vector (std::vector and friends are semantically very different from mathematical vectors).
This is very different from the jargon people see superficially: SOAP, WS-Security, WSDL... all generally commercially-pushed "technologies". One style describes ideas, whereas the other simply describes products.
Actually any game is like that because there will invariably be a move or strat that counters what is being performed by your opponent. If not, and all moves in the game are equal, then it comes down to sheer chance. The exception to this is having the option to hide your actions, or encapsulate them into something else: being sneaky. It's games like this that makes for GOOD games. Bad games usually either reward one or a few move too much (unfair and broken moves) or neglect to include enough good moves (all your choices are too weak). In a good game, you have a variety of choices that are all viably good ones to make. Good players learn to primarily use these moves, balancing their play between exploiting the best qualities of weaker moves and mixing up into the good moves that yield the best outcome. The opponent always has to guess what's coming next, the "good" move that wins a lot, but has a counter or a "bad" move that isn't safe unless I use my "good" move. But then what if my opponent knows that I know this. What's the counter to that "bad" move, because that's the move that I want to use... unless he knows that I know he knows...
Computers are great a finding patterns, but bad at guessing. I actually think that chess is the IDEAL game for an AI achievement because there are a plethora of moves and just as many ways to disguise each one of them. A RTS really doesn't have all that many options when you think about it. Not only that, but most games distill down to either outright guessing, or rock-paper-scissors and I'm rather sure that this is true of chess and most RTS games. In chess, your pieces are your primary resources, and it's plain to see what pieces your opponent have available and what can possibly be done with those pieces. In RTSs other arbitrary factors are resources and even though it may be impossible to now exactly what your opponent is capable of, one can generalize and devise a contingency for a number of possible outcomes, except you become limited in how you can mix up your options because EVERYTHING requires resources and once you've spent them they are gone. In chess, your you have much tighter control of your resources because all the resources do not depend on each other, therefore making it less of a slippery slope game. In an RTS, expending a large amount of oil (for example) on troops of a certain type directly hinders your ability to produce a different type of troop if the need arises for that sort of counter. You've slid that much further away from victory by spending that oil. In chess, however, loosing a pawn doesn't necessarily hinder your knights ability to capture. It definitely, most absolutely may have a great bearing on the game and/or it's outcome, but it still doesn't change the capture pattern of the knight or whether or not you still have one available.
For an excellent article on this sort of thing check out http://www.sirlin.net/Features/feature_Yomi.htm
The eternal struggle of good vs. evil begins within one's self.
in this context? It seems to be defined as "the AI we named neurotic."
This article fails to convey any meaningful information...
The gameplay perfectly matches the target audience!
No sig today...
A strange game. The only winning move is not to play.