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  • Hi I'm Tommy Thompson, this is AI and Games and welcome to part 3 of the AI of Total War.

  • As the core systems of Total War have been established and redefined in the franchise

  • - a point I have discussed in the first two parts of this series - there is always a need

  • to strive for better. RTS games continue to be one of the most demanding domains for AI

  • to operate within and as such we seek new inspiration from outside of game AI practices.

  • With this in mind, I will be taking a look at 2013's Total War: Rome II - one of the

  • most important games in the franchise when it comes to the design and development of

  • AI practices. So let's take a look at what happened behind the scenes and what makes

  • Rome II such a critical and vital step in Total Wars future progression.

  • In part 2 of this series we concluded with an overview of the dramatic changes to the

  • underlying AI systems in Total War with the release of Empire, followed by Napoleon in

  • 2009 and 2010 respectively. What was once a more simple and more manageable state-driven

  • and reactive AI system had made way for an adoption of the Goal Oriented Action Planning

  • system. A technique popularised by First Encounter Assault Recon. The GOAP implementation within

  • Total War was ambitious but struggled on launch with Empire, requiring patching and updating

  • both post-launch as well as in the following year's Napoleon. The same AI tech was adopted

  • in 2011's Total War: Shogun 2, with it proving to be a less challenging experience for the

  • systems involved. Shogun 2 returned to Japan, which provided a much more balanced mix of

  • ranged combat and melee, with less emphasis on gun-driven combat. Even the campaign AI

  • didn't struggle with the same problems as Empire and Napoleon, with a smaller and less

  • chaotic structure. But while it seems Creative Assembly was becoming content with the combat

  • systems, the campaign AI still needed more work. This resulted in some significant changes

  • under the hood during the Fall of the Samurai DLC for Shogun 2, which among other things

  • includes the naval warfare of Empire and Napoleon. One of the new problems this creates for players

  • is that the army and naval logic were until that point separate, meaning the AI needed

  • to be rewritten to consider how naval strategy could influence ground troops, such as being

  • bombarded on the coast line. At that point, the campaign AI's planning approach couldn't

  • foresee these issues well enough and was often stuck being reactive in its planning process

  • rather than deliberative and forging ahead on its own ambitions.

  • To resolve this, a new campaign AI system was prototyped in Shogun 2, which was later

  • expanded to create some rather seismic changes in Total War: Rome II.

  • 2013's Total War: Rome II was a return to one of the most well-known entries in the

  • franchise, but with it came a rather seismic change for the campaign AI under the hood.

  • The drive for a more deliberative system that could consider the overlap between mechanics

  • resulted in a growing number of sub-systems responsible for individually managing the

  • budgeting of money, conducting diplomacy, selecting tasks for attacking and defending

  • - be they attacking enemy forces or laying siege to settlement - deciding what issues

  • take high priority, figuring out how to navigate an army safely across the map, not to mention

  • managing construction and taxes.

  • All of these require the AI to consider the overall suite of resources it has at its disposal

  • and how best to utilise them. The system is still reliant on the belief, desire and intention

  • system mentioned in part 2, but now the sheer number of combinations here are staggering.

  • Even if the system has decided on a smaller subset of tasks it wants to complete in a

  • given turn, there are still tens of thousands of different possible outcomes for that one

  • turn. The map for military deployment is quoted to have around 800,000 individual hex points

  • alone. How can the system hope to approach this sort of task at this scale?

  • The answer comes in the form of Monte Carlo Tree Search: an AI algorithm that had recently

  • taken academic research by storm and is making big waves in general intelligence AI research.

  • MCTS allows for the system to consider all of the different possiblities, explore the

  • ones that seem the most fruitful but also continue to consider alternatives. In time,

  • those alternatives might yield some strong outcomes, so this system is able to keep doing

  • things it knows are good for it, but also consider other opportunities along the way.

  • Now before we get into the meat of how the campaign AI in Rome II is managed through

  • MCTS, I need to take a moment to talk about how the algorithm works.

  • Monte Carlo Tree Search is a type of reinforcement learning algorithm: a branch of machine learning

  • algorithms that look at a problem and find good decisions by considering all possibilities,

  • while largely focussing on the ones it finds to be most useful. This is really useful when

  • you have a problem that is incredibly large and has a large number of possibilities, given

  • we might find a good decision to make, but we can't say with any certainty it's the best

  • decision. In order to have a better understanding of whether there are better options to take,

  • we need to consider alternatives periodically and see if they would be more useful. This

  • is known in reinforcement learning as the exploration/exploitation trade off. We want

  • to exploit the actions and strategies we have found to be the best, but must also continue

  • to explore the local space of alternative decisions and see whether they could replace

  • the current best. This is a difficult process to resolve, given that sometimes we need to

  • really explore a series of decisions to discover that an action that might look bad now, might

  • actually prove to be a really good idea somewhere down the line.

  • This is what MCTS does best: it explores all potential options for a given decision point,

  • isolates the best ones and then dictates which one is the best, both considering it's short

  • and long-term ramifications. The key component of MCTS the ability to run

  • a playout: where the AI effectively plays the game from a given starting point, all

  • the way to the end by making random decisions. Now it can't actually play the game to the

  • end, so MCTS uses what's called a forward-model: an abstract approximation of the game logic

  • that allows it consider the outcome of playing action X in state Y, resulting in outcome

  • Z. The algorithm gathers up all the decisions it can make in a given state of the game,

  • then runs thousands of random playouts across them in a structured and intelligent fashion.

  • It gathers data from each of these rollouts and concludes the process by selecting the

  • action that had the best rollout score. It's both incredibly powerful and strangely stupid

  • in its execution.

  • The smart part comes in how each rollout is decided upon and executed, to do this it relies

  • on four key steps: selection, expansion, simulation and backpropagation.

  • Selection takes the current state of the game and selects decisions down the tree to a future

  • state a fixed depth down the tree. Next up comes expansion: provided the state

  • we reached didn't end the game (either as a win or a loss), we expand it one step down

  • to and simulate the outcome. Simulation is the random playout phase: it

  • plays a game of completely random decisions from this point until it reaches either a

  • terminal state (where it wins or loses) or a simulation cap is reached. It then gives

  • back a result of how well it performed as a score. This is passed to the backpropagation

  • phase. In backpropagation: we update the perceived

  • value of a given state, not just to the state we ran the rollout, but every state that led

  • to it. So any score - be it positive or negative - works its way back up the tree to the starting

  • point.

  • Through those four phases, we can take decisions to a fixed point in the tree, simulate their

  • outcome and then propagate back the perceived value of it. Now doing this once isn't enough,

  • you have to do it thousands of times and balance which playouts to make. Different MCTS algorithms

  • balance it out so they shift focus to different parts of the tree periodically to ensure there

  • are no better solutions to be found it didn't otherwise spot. But once the playout limit

  • is reached, it's done and takes the action leading to the best scoring state.

  • What makes this system even more powerful, is that it's what we call an anytime algorithm:

  • meaning that it will always give an answer regardless of how many playouts we let it

  • take. So in a context like a game, where CPU and memory resources are pretty tight, if

  • it needs to stop evaluating the game at a moments notice, it will still give the best

  • answer it could within that time. Despite this, giving it a massive amount of CPU resource

  • won't result in godlike AI, given the knowledge accrued from repeatedly running playouts eventually

  • levels out.

  • Alright, with all the science out of the way, how does this all work in Rome II?

  • First I need to explain how the Rome II campaign AI manages itself. It's broken down into three

  • chunks: pre-movement, task allocation and post-movement.

  • - Pre-movement identifies threats and areas of opportunity for the player. It also budgets

  • resources, conducts diplomacy and selects skills for armies.

  • - Task allocation is conducted by a highly complex Task Management System - which is

  • the focus of the MCTS. The task system handles armies, navies, agents and actions related

  • to diplomacy. - Lastly there is post-movement: once all

  • units and such are moved and decisions made, the AI will then focus on construction of

  • buildings, setting taxes and technology research.

  • MCTS is responsible for managing two critical components of the task allocation systems:

  • the distribution of resources such that the AI can approach different tasks it wants to

  • complete and the execution of specific tasks. The tasks themselves are driven by a variety

  • of different task generation systems with their own focus or perspective. So while there

  • is a task generator for armies, there is also once for navies, diplomacy actions and much

  • more. The thing is that there are often way more valid tasks to execute than there are

  • available resources: the actual units on the map and money to spend. As such, the system

  • then prioritises which tasks it would complete by selecting the most viable and then allocating

  • resources to them.

  • In addition, task viability also carries some filtering to stop it trying to do anything

  • too stupid, such as removing actions that could cause diplomatic tensions, filtering

  • actions that could impact long-term strategies and also factoring what it had done recently

  • so it avoids contradicting itself. Once filtered, the tasks are then assessed using the MCTS

  • algorithm to grade their effectiveness and priority. With the best and more desirable

  • looking opportunities graded a higher priority.

  • After this, the MCTS is called on again in order to run resource coordination: or rather

  • now that it knows what it wants to do, it still needs to figure out how exactly to do

  • it. As such, once the system has made some approximations of appropriate targets and

  • their locations on the map, it will run more MCTS approaches on army movement and army

  • recruitment. Factoring the makeup of its own forces as well as the opponents in order to

  • determine where best to move current forces, as well as what types to recruit for future

  • turns.

  • In each case, the MCTS is limited such that it doesn't search all the way to the goal,

  • given that Total War as a game is so large that it would take too long for it to simulate

  • completing the game. In addition, the game is complex that simulating that far out won't

  • yield any useful outcome. In fact, it was quoted that the system is only capable of

  • looking one turn ahead before starting random playouts due to the complexity of the game.

  • Given the nature of Total War, the MCTS can only exhaustive search the entire state space

  • for the best action during the opening turns of the game. Over time the number of possible

  • states grows exponentially, to a point that it is simply beyond the algorithms reach.

  • Despite this, the anytime property of the algorithm ensures we will still get a useful

  • and intelligent decision from the system.

  • Rome II launched in September of 2013 to a largely positive response, but with a few

  • problems. Most notably, the campaign AI took quite a long time to make its decisions in

  • the launch build: taking several minutes to conduct campaign movements that most players

  • conduct in a minute or two, resulting in aggressive patching of the game for several weeks after

  • launch. In time this led to a noted improvement in campaign decision making that was received

  • favourably (though not univerally) among fans and critics.

  • Revolutions aren't easy, nor are they clean and the legacy of Total War: Rome II is no

  • exception. But it is nonetheless a major milestone for the development of AI systems and practices

  • in the commercial video games and has led the way for many a successor that is seeking

  • to adopt MCTS as part of its own AI toolchain. MCTS is a hot topic in contemporary AI research

  • and has shown many useful applications in fields of expert play and general intelligence.

  • To learn more about how it all works, be sure to check out the AI 101 on MCTS here on AI

  • and Games.

  • Thanks for watching this third entry in the AI of Total War. In part four, I'll be looking

  • at how the MCTS implementation was improved in Total War: Attila, combined with a deep

  • dive into just how exactly does the diplomacy AI work in more recent iterations of the game.

Hi I'm Tommy Thompson, this is AI and Games and welcome to part 3 of the AI of Total War.

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総力戦ローマIIのキャンペーンAIの裏側(その3/5)|AIとゲーム (Behind the Campaign AI of Total War: Rome II (Part 3 of 5) | AI and Games)

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    wei に公開 2021 年 01 月 14 日
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