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does fifa user reinforcement learning

by Demetrius Hagenes Published 2 years ago Updated 2 years ago
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What is FIFA and how does it work?

FIFA is a football simulation game, released each year by Electronic Arts Inc, the main characters of the video game, of course, the football players. Players on the video game are intended to be as close as the real ones, both physically and in skills. This set of skills determine the position they play on the field.

Can reinforcement learning be applied to the game Snake?

We will see the basics of Reinforcement Learning and Deep Reinforcement Learning (Neural Networks + Q-Learning) applied to the game Snake. Let’s dive into it! A rtificial Intelligence and Gaming, contrary to po p ular belief, do not get along well together.

What is reinforcement learning?

The game on the right refers to the agent after training (about 5 minutes). How does it work? Reinforcement Learning is a family of algorithms and techniques used for Control (e.g. Robotics, Autonomous driving, etc..) and Decision making.

How difficult is it to train a FIFA bot?

Do consider that FIFA tends to behave non-deterministically which makes learning very difficult. Good examples of free kicks (model trained till 1000 epochs). The bot almost always scores in absence of the yellow player cutouts blocking the goal. In presence of the player wall, it gives mixed results.

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Does FIFA use machine learning?

FIFA 22's HyperMotion is 'the beginning of machine learning taking over animation'

Do games use reinforcement learning?

Games like chess, GO, and Atari have become testbeds of testing deep reinforcement learning algorithms. Companies like DeepMind and OpenAI have done a tremendous amount of research into this field and have set up gyms that can be used to train reinforcement learning agents.

Does FIFA AI learn?

EA is using ML Flow machine learning algorithm to train 7.8 million frames of real-time captures to make FIFA ultra realistic. EA's years-long AI and machine learning research is starting to push its games to the next level.

Why do we learn reinforcement for games?

The chief advantage of reinforcement learning(RL) over traditional game AI methods is that, rather than hand-crafting the AI's logic using complicated behavior trees, with RL one simply rewards the behavior they wish the AI to manifest and the agent learns by itself to perform the necessary sequence of actions to ...

Which learning is used in gaming?

The most publicly known application of machine learning in games is likely the use of deep learning agents that compete with professional human players in complex strategy games. There has been a significant application of machine learning on games such as Atari/ALE, Doom, Minecraft, StarCraft, and car racing.

Is chess game example of reinforcement learning?

A new generation of the software, AlphaZero, was significantly stronger than AlphaGo in late 2017, and not only learned Go but also chess and shogi (Japanese chess). AlphaGo and AlphaZero both rely on reinforcement learning to train.

Is FIFA 22 better than FIFA 21?

FIFA 22 is more challenging than FIFA 21, and while this may appear to be a disadvantage to newcomers, it is actually beneficial. This added difficulty increases the competitiveness of each match and eliminates the possibility of absurdly large scorelines, especially in offline games.

Is there a FIFA 22?

The FIFA 22 global release for all consoles takes place on Friday, Oct. 1, 2021 for following the trend of every FIFA edition since FIFA Football 2003 released either in the last week of September or the first week of October.

Is there a story in FIFA 22?

In short – FIFA 22 does NOT have a story mode. FIFA has never really had a 'story mode' as such, apart from 'The Journey'.

How AI is used in games?

In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s.

Can AI play video games?

Sony has patented an AI that can play video games for you A new tool for cheating through long grind sessions — or for making games more accessible. Sony has filed a patent for some sort of artificial intelligence that plays video games — like an autopilot for gaming.

Can AI create video games?

AI as a video game designer Researchers have used an AI system to create a game that works like a cross between Super Mario and Brick Breaker. Matthew Guzdial and Mike Cook are responsible for 'Angelina,' a software tool which relies on genetic algorithms to create various small web games.

A code tutorial in Tensorflow that uses Reinforcement Learning to take free kicks

Free-kicks taken by the AI bot, trained through 1000 epochs of the Reinforcement Learning process.

What is Reinforcement Learning (and Deep Q-Learning)?

Contrary to Supervised Learning, we do not need to manually label the training data in Reinforcement Learning. Instead, we interact with our environment and observe the outcome of our interaction. We repeat this process multiple times gaining examples of positive and negative experiences, which acts as our training data.

Formulating free-kicks in FIFA as a Q-Learning problem

States: Screenshot images of the game processed through a MobileNet CNN giving 128-dimensional flattened feature map.

Results

While the bot has not mastered all different kinds of free kicks, it has learnt some situations very well. It almost always hits the target in absence of wall of players but struggles in its presence. Also, when it hasn’t encountered a situation frequently in training like not facing the goal, it behaves bonkers.

Code Implementation

We shall implement this in python using tools like Tensorflow (Keras) for Deep Learning and pytesseract for OCR. The git link is provided below with the requirements setup instructions in the repository description.

1. Interacting with the game environment

We do not have any readymade API available that gives us access to the code. So, let’s make our own API instead! We’ll use game’s screenshots to observe the state, simulated key-presses to take action in the game environment and Optical Character Recognition to read our reward in the game.

2. Collecting training data

Throughout the training process, we want to store all our experiences and observed rewards. We will use this as the training data for our Q-Learning model. So, for every action we take, we store the experience <s, a, r, s’> along with a game_over flag.

What is FIFA simulation?

FIFA is a football simulation game, released each year by Electronic Arts Inc, the main characters of the video game, of course, the football players. Players on the video game are intended to be as close as the real ones, both physically and in skills. This set of skills determine the position they play on the field.

Which country has the most leagues in FIFA 20?

The country with more leagues on FIFA 20 is England, no surprise they have the most number of players in the game. The histograms below show some interesting insights: The majority of players are right-footed.

Do goalkeepers have a negative correlation?

As expected, all different models could easily identify Goalkeepers, the majority of skills they have seem to be negatively correlated with the rest, and strongly correlated within each other.

Is split data necessary for supervised learning?

Splitting the data into train and test is necessary for supervised learning , however, the results of the model will be based on this only partition. A solution to this problem is a procedure called k-fold cross-validation, where data is divided in k smaller sets. The training data will be k-1 folds, the remaining fold will be used for validation, average of the validation results across the k-folds will be the performance measure.

What is the overall score in FIFA 20?

In FIFA 20, a player’s overall score is defined by the score of each player attribute such as Pace, Shooting, Passing, Dribbling, and many others. We are trying to predict the overall score based on the player’s offensive and defensive attributes.

What is machine learning?

Machine Learning (ML) is a subset of Artificial Intelligence (AI) that uses computer algorithms to find patterns in large datasets without being explicitly programmed. ML gives the computer the ability to learn and improve on its own so that it can produce the best model from the data.

Can ML predict FUT rating?

This project showed us that we can build an ML Model to predict a player’s overall FUT rating. This project was a lot of fun to make and I learned a lot from it. I’m passionate about ML and all the possibilities that it has to offer. I am very excited to explore more of this field and learn everything that I can along the way. I hope you enjoyed this article and maybe you can start your own ML project someday!!!

Is the decision tree model better than the linear regression model?

It’s a better score than our Linear Regression model, but it’s not as good as our Decision Tree model. Again, it could be that our Decision Tree model has badly overfit the data, which is why we always need to validate each model before selecting the best one. An easy way to validate a model’s accuracy is to use Scikit-Learn’s K-fold cross-validation feature. Cross-validation randomly splits the training set into 10 distinct subsets called folds, then it trains and evaluates the models 10 times, picking a different fold for evaluation every time and training on the 9 folds. The result is an array containing the 10 evaluation scores. We need to take a look at the mean validation score before we can choose the best model.

What is reinforcement learning?

Reinforcement Learning is a family of algorithms and techniques used for Control (e.g. Robotics, Autonomous driving, etc..) and Decision making. These approaches solve problems that need to be expressed as a Markov Decision Process (MDP). What does this mean? It means that we need to describe our game by a set of states S (for example, an index based on Snake’s position), a set of actions A (for example, Up, Down, Right, Left), a reward function R (for example, +10 when Snake eats an apple, -10 when Snakes hits a wall) and optionally a transition function T that describes the transitions among states. To use Reinforcement Learning, we need to formalize our problem using these 4 components. If this is confusing, fear not, everything will be clear in a few minutes.

What does the AI know about the game?

On the left, the AI does not know anything about the game. On the right, the AI is trained and learnt how to play. The game was coded in python with Pygame, a library that allows the development of fairly simple games. On the left, the agent was not trained and had no clues on what to do.

How does deep Q learning increase the potentiality of Q-learning?

Deep Q-Learning increases the potentiality of Q-Learning by converting the table into Deep Neural Network — that is a powerful representation of a parametrized function. The Q-values are updated according to the Bellman equation:

Do gaming and artificial intelligence get along?

A rtificial Intelligence and Gaming, contrary to po p ular belief, do not get along well together. Is this a controversial opinion? Yes, it is, but I’ll explain it. There is a difference between Artificial Intelligence and Artificial behavior. We do not want the agents in our games to outsmart players. We want them to be as smart as it is necessary to provide fun and engagement. We don’t want to push the limit of our ML bot, as we usually do in different Industries. The opponent needs to be imperfect, imitating a human-like behavior.

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What Is Reinforcement Learning (and Deep Q-Learning)?

Formulating free-kicks in FIFA as A Q-Learning Problem

  1. States: Screenshot images of the game processed through a MobileNet CNN giving 128-dimensional flattened feature map.
  2. Actions: Four possible actions to take shoot_low, shoot_high, move_left, move_right.
  3. Reward: If upon pressing shoot, in-game score increases by more than 200, we scored a goal so r=+1. If we missed the goal, score remains the same so r=-1. Finally, r=0for actions relate…
  1. States: Screenshot images of the game processed through a MobileNet CNN giving 128-dimensional flattened feature map.
  2. Actions: Four possible actions to take shoot_low, shoot_high, move_left, move_right.
  3. Reward: If upon pressing shoot, in-game score increases by more than 200, we scored a goal so r=+1. If we missed the goal, score remains the same so r=-1. Finally, r=0for actions related to moving...
  4. Policy: Two-layered Dense Network that takes feature map as input and predicts total final reward for all 4 actions.

Results

  • While the bot has not mastered all different kinds of free kicks, it has learnt some situations very well. It almost always hits the target in absence of wall of players but struggles in its presence. Also, when it hasn’t encountered a situation frequently in training like not facing the goal, it behaves bonkers. However, with every training epoch, this behavior was noticed to decrease on …
See more on towardsdatascience.com

Code Implementation

  • We shall implement this in python using tools like Tensorflow (Keras) for Deep Learning and pytesseract for OCR. The git link is provided below with the requirements setup instructions in the repository description. I would recommend below gists of code only for the purpose of understanding this tutorial since some lines have been removed for brevity. Please use the full c…
See more on towardsdatascience.com

Interacting with The Game Environment

  • We do not have any readymade API available that gives us access to the code. So, let’s make our own API instead! We’ll use game’s screenshots to observe the state, simulated key-presses to take action in the game environment and Optical Character Recognition to read our reward in the game. We have three main methods in our FIFA class: observe(), act(), _get_reward() and an add…
See more on towardsdatascience.com

Collecting Training Data

  • Throughout the training process, we want to store all our experiences and observed rewards. We will use this as the training data for our Q-Learning model. So, for every action we take, we store the experience <s, a, r, s’> along with a game_overflag. The target label that our model will try to learn is the final reward for each action which is a real number for our regression problem.
See more on towardsdatascience.com

Training Process

  • Now that we can interact with the game and store our interactions in memory, let’s start training our Q-Learning model. For this, we will attain a balance between exploration (taking a random action in the game) and exploitation (taking action predicted by our model). This way we can perform trial-and-error to obtain different experiences in the game. The parameter epsilon is use…
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Model Definition and Starting Training Process

  • At the heart of the Q-Learning process is a 2-layered Dense/Fully Connected Network with ReLU activation. It takes the 128-dimensional feature map as input state and outputs 4 Q-values for each possible action. The action with the maximum predicted Q-value is the desired action to be taken as per the network’s policy for the given state. This is the starting point of execution of thi…
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Conclusion

  • Overall, I think the results are quite satisfactory even though it fails to reach human level of performance. Switching from Supervised to Reinforcement technique for learning helps ease the pain of collecting training data. Given enough time to explore, it performs very well in problems like learning how to play simple games. However, Reinforcement setting seems to fail when it en…
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