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This game lets the player control a predator, whose objective is to devour prey agents. The agents learn to avoid the player from experience in real time. The agents are controlled by an LSTM which learns with Q-learning.

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m-ulmestrand/interactive-AI-game

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interactive-AI-game

interactive-ai-speedrun.mp4

Footage taken from the game, about 5 minutes in real time.

This is a prototype of a game which lets the player control a predator, whose objective is to devour prey agents. The agents learn to avoid the player from experience in real time. My interest for this subject arose from not previously having seen a project of this sort. Machine learning has avidly been applied for games such as Go, Tetris, Super Mario etc. However, I haven't yet witnessed it as an actual mechanism in a video game, where your environment learns from your actions.

The game is split up into generations, but the agents actively learn at the same time as you are playing. I'll proceed to give a brief explanation of the construction of the game.

Neural network

LSTM

The agents are controlled by an LSTM, which is fed time series consisting of:

  1. distances to the predator,
  2. angles in relation to the predator direction.

The LSTM gives predictions of which future states are the most beneficial to the agents. The agents can accelerate up, down, left or right. The future states are estimated by allowing the agents to try out all of the possible directions, and the LSTM ranks all of them. The direction with the highest Q-value is chosen for each of the agents.

Q-learning

Rewards are given to agents depending on how long they survive. An agent who survives below the limit of the generation length is penalised, but with lower penalty if it survives for longer. If the agent survives for the entire generation, it is positively rewarded. These rewards are given for states with a certain interval of frames apart from each other. An epsilon-greedy policy is applied, meaning that agents are allowed to randomly explore, as well as exploit the network. epsilon, which is the fraction of chosen random moves, starts out high and gradually decreases.

Some videos of the game

Below, I show some videos of the game in action. The game can be customised with a range of different parameters such as network sequence length, episode length, learning parameters, distance normalisation etc. In these videos, the settings are fixed. The larger red individual was controlled by myself.

Early generational behaviour

For epsilon = 0.9, we can observe a very random behaviour. The agents have no clear strategy. It is, however, still a viable means of surviving, as it is difficult to predict randomness.

Figure.1.2021-09-05.21-45-35-v2.mp4

Mid generational behaviour

For epsilon = 0.5, agents start to get more coordinated. Typically, we can observe agents going along walls away from the predator.

Figure.1.2021-09-05.21-48-09-v2.mp4

Late generational behaviour

For low epsilon, the above strategy is even more clearly seen.

Figure.1.2021-09-05.21-50-42-v2.mp4

Longer network memory

For an LSTM with longer memory, the strategy is similar, but a bit more well-planned.

Figure.1.2021-09-06.13-27-55-v2.mp4

Running the game

Download the files and run game.py. You control the predator with:

  1. Left arrow or 'A' for turning counter-clockwise,
  2. Right arror or 'D' for turning clockwise.

Dependencies

The neural network is designed with PyTorch (1.8.1+cu102). In addition, NumPy (1.18.5) is used for many operations and information storing. To remove a lot of computational burden, I have used Numba (0.51.2) for several movement handling operations, as well as distance measuring etc. Scipy (1.4.1) is also imported. It is not actively used at the moment, but may be for future releases. I also use the keyboard module (0.13.5) and matplotlib (3.2.2) for plotting.

The game will do do forward-passing with GPU if you have one available. I do recommend that you have a GPU, otherwise the game will likely be slow. You can alter settings to make the process smoother, but that would also make training slower. For example, you could lower the batch size from the default 1000 to something like 100. I'm using an Nvidia GTX 1080, and the application runs quite smoothly with default settings.

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This game lets the player control a predator, whose objective is to devour prey agents. The agents learn to avoid the player from experience in real time. The agents are controlled by an LSTM which learns with Q-learning.

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