Learning and evolving combat game controllers

Luis Peña, Sascha Ossowski, J. Sánchez, S. Lucas
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引用次数: 18

Abstract

The design of the control mechanisms for the agents in modern video games is one of the main tasks involved in the game design process. Designing controllers grows in complexity as either the number of different game agents or the number of possible actions increase. An alternative mechanism to hard-coding agent controllers is the use of learning techniques. This paper introduces two new variants of a hybrid algorithm, named WEREWoLF and WERESARSA, that combine evolutionary techniques with reinforcement learning. Both new algorithms allow a group of different reinforcement learning controllers to be recombined in an iterative process that uses both evolution and learning. These new algorithms have been tested against different instances of predefined controllers on a one-on-one combat simulator, with underlying game mechanics similar to classic arcade games of this kind. The results have been compared with other reinforcement learning controllers, showing that WEREWoLF outperforms the other algorithms for a series of different learning conditions.
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学习和发展战斗游戏控制器
现代电子游戏中智能体的控制机制设计是游戏设计过程中的主要任务之一。随着不同游戏代理的数量或可能的行动数量的增加,设计控制器的复杂性也在增加。硬编码代理控制器的另一种机制是使用学习技术。本文介绍了一种混合算法的两个新变体,名为WEREWoLF和WERESARSA,它们将进化技术与强化学习相结合。这两种新算法都允许在使用进化和学习的迭代过程中重新组合一组不同的强化学习控制器。这些新算法已经在一对一战斗模拟器上针对不同的预定义控制器实例进行了测试,其潜在的游戏机制类似于这类经典街机游戏。结果与其他强化学习控制器进行了比较,表明狼人在一系列不同的学习条件下优于其他算法。
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