AIJun 15, 2020

Does it matter how well I know what you're thinking? Opponent Modelling in an RTS game

arXiv:2006.08659v16 citations
Originality Incremental advance
AI Analysis

This addresses the problem of optimizing opponent modeling for game AI in RTS games, providing incremental insights for developers on algorithm selection based on computational constraints.

The study investigated how sensitive Monte Carlo Tree Search (MCTS) and a Rolling Horizon Evolutionary Algorithm (RHEA) are to the accuracy of opponent models in a Real-Time Strategy game, finding that RHEA is more sensitive and performs worse with inaccurate models, while MCTS remains effective even with low accuracy.

Opponent Modelling tries to predict the future actions of opponents, and is required to perform well in multi-player games. There is a deep literature on learning an opponent model, but much less on how accurate such models must be to be useful. We investigate the sensitivity of Monte Carlo Tree Search (MCTS) and a Rolling Horizon Evolutionary Algorithm (RHEA) to the accuracy of their modelling of the opponent in a simple Real-Time Strategy game. We find that in this domain RHEA is much more sensitive to the accuracy of an opponent model than MCTS. MCTS generally does better even with an inaccurate model, while this will degrade RHEA's performance. We show that faced with an unknown opponent and a low computational budget it is better not to use any explicit model with RHEA, and to model the opponent's actions within the tree as part of the MCTS algorithm.

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