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.



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