{"title":"Hierarchical controller learning in a First-Person Shooter","authors":"N. V. Hoorn, J. Togelius, J. Schmidhuber","doi":"10.1109/CIG.2009.5286463","DOIUrl":null,"url":null,"abstract":"We describe the architecture of a hierarchical learning-based controller for bots in the First-Person Shooter (FPS) game Unreal Tournament 2004. The controller is inspired by the subsumption architecture commonly used in behaviourbased robotics. A behaviour selector decides which of three sub-controllers gets to control the bot at each time step. Each controller is implemented as a recurrent neural network, and trained with artificial evolution to perform respectively combat, exploration and path following. The behaviour selector is trained with a multiobjective evolutionary algorithm to achieve an effective balancing of the lower-level behaviours. We argue that FPS games provide good environments for studying the learning of complex behaviours, and that the methods proposed here can help developing interesting opponents for games.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"50 Suppl 1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"65","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 IEEE Symposium on Computational Intelligence and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2009.5286463","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 65
Abstract
We describe the architecture of a hierarchical learning-based controller for bots in the First-Person Shooter (FPS) game Unreal Tournament 2004. The controller is inspired by the subsumption architecture commonly used in behaviourbased robotics. A behaviour selector decides which of three sub-controllers gets to control the bot at each time step. Each controller is implemented as a recurrent neural network, and trained with artificial evolution to perform respectively combat, exploration and path following. The behaviour selector is trained with a multiobjective evolutionary algorithm to achieve an effective balancing of the lower-level behaviours. We argue that FPS games provide good environments for studying the learning of complex behaviours, and that the methods proposed here can help developing interesting opponents for games.