2017 starcraft ai competition - computer sciencedchurchill/starcraftaicomp/2017/...use cheats,...
TRANSCRIPT
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2017 Starcraft AI Competition
Report and Results
David Churchill, Richard Kelly
Memorial University of Newfoundland
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BWAPI
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Tournament Report
www.StarcraftAICompetition.com
“Results”
2017 Report
(coming soon)
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Tournament Format
● Full Game – Starcraft Broodwar
● Fog of War Enabled
● Round Robin Format
● 1v1 Games
● Bots ranked by final win percentage
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Game Rules
● 60 minute game time-limit
● Tie break with in-game score
● No cheating or in-game glitches
● Disqualified if cheating found
● Bots penalized for slow computations
● Game loss if bot goes over computation limit
● File I/O - Learning
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Why Not Starcraft 2?
Stacraft 2 EULA Violations:
● In whole or in part, copy or reproduce (except as provided herein),translate, reverse engineer, derive source code from, modify, disassemble, decompile, or create derivative works based on the Game;
● Use cheats, automation software (bots), hacks, or any other unauthorized third-party software designed to modify the Game experience, including without limitation, mods that violate the terms of this License Agreement or the Terms of Use;
● Use any unauthorized third-party software that intercepts, "mines", or otherwise collects information from or through the Game or the Service, including without limitation any software that reads areas of RAM used by the Game to store information; provided, however, that Blizzard may, at its sole and absolute discretion, allow the use of certain third party user interfaces;
● Modify or cause to be modified any files that are a part of the Game in any way not expressly authorized by Blizzard;
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1 AILien Alexander Stumpp Independent Zerg 4.2.0 dll 2017 Registered
2 Arrakhammer Anthony Van Stanford University Zerg 4.1.2 dll 2017 Registered
3 CherryPi Gabriel Synnaeve Facebook Zerg 4.2.0 dll + proxy 2017 Registered
4 cpac Qiyue Yin Independent Zerg 4.1.2 dll 2017 Registered
5 ForceBot Tom Peeters Delft University of Technology Zerg 3.7.4 dll 2017 Registered
6 HannesBredberg Hannes Bredberg Royal Institute of Technology, Stockholm Terran 4.1.2 dll 2017 Registered
7 Iron Igor Dimitrijevic Independent Terran 4.1.2 dll 2017 Registered
8 Juno Zhu Yuanheng Independent Protoss 4.1.2 dll 2017 Registered
9 KillAll Tang Zhentao State Key Laboratories, China Zerg 4.1.2 dll 2017 Registered
10 LetaBot Martin Rooijackers Maastricht University Terran 3.7.4 dll 2017 Registered
11 McRave Christian McCrave Independent Protoss 4.1.2 dll 2017 Registered
12 MegaBot Anderson Tavares Universidade Federal de Minas Gerais Protoss 3.7.4 dll 2017 Registered
13 Microwave Micky Holdorf Independent Zerg 4.1.2 dll 2017 Registered
14 Myscbot Teguh Budianto University of Tsukuba Protoss 4.1.2 dll 2017 Registered
15 Overkill Sijia Xu Independent Zerg 4.1.2 dll 2017 Registered
16 PurpleWave Dan Gant Independent Protoss 4.1.2 proxy 2017 Registered
17 Sling Tekseon Shin Independent Zerg 4.1.2 proxy 2017 Registered
18 Steamhammer Jay Scott Independent Zerg 4.1.2 dll 2017 Registered
19 Tyr Simon Prins Independent Protoss 4.1.2 proxy 2017 Registered
20 UAlbertaBot David Churchill Memorial University Random 4.2.0 dll 2017 Registered
21 Ziabot Cha Sungguk Independent Zerg 4.1.2 dll 2017 Registered
22 ZZZKBot Chris Coxe Independent Zerg 4.2.0 dll 2017 Registered
23 Aiur Florian Richoux Université de Nantes Protoss 3.7.4 dll 2016 Returning
24 GarmBot Aurélien Lermant EPITA University Zerg 3.7.4 proxy 2016 Returning
25 IceBot Kien Nguyen Quang Ritsumeikan University Terran 3.7.4 dll 2016 Returning
26 Skynet Andrew Smith Independent Protoss 3.7.4 dll 2016 Returning
27 Xelnaga Ho-Chul Cho Sejong University Protoss 3.7.4 dll 2016 Returning
28 Ximp Tomas Vajda Independent Protoss 3.7.4 dll 2016 Returning
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Tournament Statistics
● Played on 16 virtual machines
● Tournament ran for 2 weeks
● 41,580 games played in total
● 2970 games per bot
● 110 games per bot pairing
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2010 2011 2012 2013 2014 2015 2016 2017
AIIDE 17 13 10 8 18 22 21 28
CIG 10 10 8 13 14 18 20
SSCAIT 50 52 50 42 46 46
0
10
20
30
40
50
60
Starcraft AI Competitions - Total Entrants
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2010 2011 2012 2013 2014 2015 2016 2017
AIIDE 70 2340 8279 5579 10251 20788 18882 41580
CIG 40 4050 2500 4680 2730 14787 23750
SSCAIT 100 1326 1190 861 1035 1980
05000
1000015000200002500030000350004000045000
Starcraft AI Competitions - Total Games Played
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2011 2012 2013 2014 2015 2016 2017
Protoss 4 6 5 9 7 7 10
Terran 6 3 3 8 9 7 4
Zerg 3 1 0 1 5 6 13
Random 0 0 0 0 1 1 1
02468
101214
Starcraft AI Competitions - Race Distribution
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RESULTS
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Rock Paper Scissors?
● A beats B, B beats C, C beats A
● 2017 Competition:
1 > 2 > 10 > 6 > 3 > 5 > 8 > 9 > 4 > 7 > 1
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Bot Win % 2016
6th
7th
8th
9th
10th
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Bot Win % 2016
6th
7th
8th
9th
10th Steamhammer 64.14 -
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Bot Win % 2016
6th
7th
8th
9th Tyr 65.91 21st
10th Steamhammer 64.14 -
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Bot Win % 2016
6th
7th
8th Arrakhammer 65.95 -
9th Tyr 65.91 21st
10th Steamhammer 64.14 -
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Bot Win % 2016
6th
7th McRave 67.07 -
8th Arrakhammer 65.95 -
9th Tyr 65.91 21st
10th Steamhammer 64.14 -
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Bot Win % 2016
6th CherryPi 69.09 -
7th McRave 67.07 -
8th Arrakhammer 65.95 -
9th Tyr 65.91 21st
10th Steamhammer 64.14 -
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Bot Win % 2016
1st
2nd
3rd
4th
5th
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Bot Win % 2016
1st
2nd
3rd
4th
5th Microwave 70.86 -
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Bot Win % 2016
1st
2nd
3rd
4th cpac 71.01 -
5th Microwave 70.86 -
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CPAC
● Junge Zhang, Xun Zhang, Qiyue Yin, Dong Zhan, Shihong Deng, Huikai Wu, Peixi Peng, WenzhenHuang, Jing Kong, Debang Li, Yange Fang, TairanZhang, Junliang Xing
● Institute of Automation, Chinese Academy of Sciences (CASIA)
● First time competing in the competition
● Bot developed over several months
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CPAC
● Based on Steamhammer bot
● Some new strategies
● Some machine learning
● “We train a multilayer perceptron network for fighting unit production when the build order queue is empty
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Bot Win % 2016
1st
2nd
3rd Iron 81.52 1st
4th cpac 71.01 -
5th Microwave 70.86 -
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Iron
● Igor Dimitrijevic, France
● R&D Software Developer
● Placed 1st in 2016 competition
● Wrote bot called Stone for 2015 (19th)
● Iron is based on Stone, but re-coded
● Began Development of Iron in 2016
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Iron – AI System
● Iron is mainly a Multi-Agent system.
● Each controlled unit is an Agent.
● Robustness of the overall behavior is the main goal (avoid blocking situations, indecision, predictability).
● To get this robustness, each Agent is made highly autonomous
● At anytime, Agents can switch between 25 behaviors
● Runs the same build order every game, and attempts to reactand change to what opponent builds
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Iron - Economy
● For each type of unit to train, each type of building to bluid, and each tech to research, there is a specialized Agent called Expert.
● Experts tell how urgent it is to spend ressourcesfor their task.
● Experts are autonomous, which is good for robustness.
● Evaluations rely on collected information and (very) rough heuristics.
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Bot Win % 2016
1st
2nd PurpleWave 82.35 -
3rd Iron 81.52 1st
4th cpac 71.01 -
5th Microwave 70.86 -
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PurpleWave
● Dan Gant, USA
● Software Engineer
● Started the bot in January 2017
● Majority of bot written in Scala
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PurpleWave Strategy
“PurpleWave plays a fairly complete package of pro-style Protoss strategies. Almost anything that's objectively good and can be executed with the existing micro skills and building placement is in there. There are aggressive strategies, economic strategies, and some delightfully cheesy strategies too”
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PurpleWave Strategy
PurpleWave's high-level decision-making is structured as a task network. A strategy comprises a graph of modular tasks that allows re-use across different strategies. Each strategy assigns priorities to each of its tasks, which allows for centralized delegation of resources like minerals, supply, or units.
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PurpleWave AI System
PurpleWave chooses strategies based on results of previous games against the same opponent, race, map, and number of starting positions. It has a graph of strategy selections, like opening build orders paired with mid game transitions and late-game compositions.
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Bot Win % 2016
1st ZZZKBot 83.11 2nd
2nd PurpleWave 82.35 -
3rd Iron 81.52 1st
4th cpac 71.01 -
5th Microwave 70.86 -
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ZZZKBot
● Chris Coxe, Australia / Britain
● Software Engineer / Developer
● 2015/2016 - 2nd Place
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ZZZKBot - Strategy
● Uses several 1-base rush builds:
● 4-Pool, Speedling, Hydra, Muta
● Techs to Muta / Guardian in late game
● Uses file I/O to record results of games based on which strategies it tried
● Uses hand-coded logic to ‘learn and experiment’ with which strategy to choose
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ZZZKBot – AI System
● “Most of the decisions in the bot are achieved by simple hard-coded prioritization of the various considerations involved. “
● Uses custom heuristics based on unit type priorities, geometry, etc, and past results
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ZZZKBot - Strengths
Strengths: It's a cheesy N-trick pony. All it can do is some simple 1-base rush builds, with little or no follow-up. Its only strength lies in the fact that many existing bots are vulnerable to cheesy builds like this. Now that it has a little inter-game strategy learning logic, it may be able to learn which type of rush is most effective.
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ZZZKBot - Weaknesses
Weaknesses: apart from targeting, combat micro is almost non-existent - the only logic for combat micro is whether to wait at my base after morphing (only used in some types of rush while waiting for some tech to finish), or attack (almost all other scenarios), or defend my base (very rare). Also, it never expands.
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State of the Art
● No quantum leaps in 2017 so far
● Bots are getting stronger
● Previous entries being beaten badly
● Some now using machine learning
● Several using search / simulation
● Most improvement is knowledge-based
● Manually inspect games, fix obvious errors
● More complex strategies / architectures
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Human vs. Machine