Evaluating Navigation Behavior of Agents in Games using Non-Parametric Statistics

Ian Colbert, Mehdi Saeedi
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Abstract

Recent advancements in deep reinforcement learning have demonstrated highly skilled agents that are capable of complex behavior. In video games, such agents are increasingly deployed as non-playable characters (NPCs) to enhance the gaming experience, as convincing human-like behavior is known to increase player engagement. However, the believability of an agent’s behavior is often measured solely by its proficiency at a given task, which alone is not sufficient to discern human-likeness. In this paper, we build a non-parametric two-sample hypothesis test to compare the behaviors of NPCs to those of human players using distributions of their movement patterns. We show that the resulting p-value metric not only aligns with anonymous human judgment of human-like behavior, but it can also be used as a measure of similarity.
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用非参数统计评估游戏中agent的导航行为
深度强化学习的最新进展已经证明了能够进行复杂行为的高技能代理。在电子游戏中,这种代理越来越多地被用作非可玩角色(npc),以增强游戏体验,因为令人信服的类人行为可以提高玩家粘性。然而,智能体行为的可信度通常仅由其在给定任务中的熟练程度来衡量,仅凭这一点不足以辨别人类的相似性。在本文中,我们使用非参数双样本假设检验来比较npc与人类玩家的行为。我们表明,由此产生的p值度量不仅与匿名人类对类人行为的判断一致,而且还可以用作相似性的度量。
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