Using Meta-reasoning to Improve the Performance
of Case-Based Planning
Presenters: Aaron Kahn and Jack Harris
{aakahn, jackharr [at] Indiana [dot] edu}
Summary:
Real-Time Strategy (RTS) games provide
a rich environment for research techniques to adapt and learn in non-deterministic
rapidly changing domains. The research challenge of creating an agent
that is capable of performing a task in a real-time domain can be explored
more easily in these environments. The game engines used in these
virtual environments provide a rich symbolic markup of units and traces
of events that can be exploited in AI systems. In order to build
effective agents the authors identified the importance of learning from
past experiences. Case-Based Reasoning (CBR) systems are well suited
for reuse of past cases/plans but lack the meta-level evaluation of
their own performance.
The authors of this paper leverage the
open source game engine, WARGUS (a WarCraft II open source clone) and
augmented a previously developed Case Based Reasoner (Darmok) in order
to test the utility of meta-reasoning techniques in real-time domains.
The Darmok CBR was developed as a case abstraction, storage and retrieval
system.** The Meta-Darmok system was created as an asynchronous component
capable of introspecting on the utility of past plans (case base) and
modifying what plans would be executed based on past successes and failures.
The ability to tune the CBR system behavior increased the performance
of the agents by 75% in their tests.
Questions: