{"title":"Learning Combat in NetHack","authors":"Jonathan C. Campbell, Clark Verbrugge","doi":"10.1609/aiide.v13i1.12923","DOIUrl":null,"url":null,"abstract":"\n \n Combat in roguelikes involves careful strategy to best match a large variety of items and abilities to a given opponent, and the significant scripting effort involved can be a major barrier to automation. This paper presents a machine learning approach for a subset of combat in the game of NetHack. We describe a custom learning approach intended to deal with the large action space typical of this genre, and show that it is able to develop and apply reasonable strategies, outperforming a simpler baseline approach. These results point towards better automation of such complex game environments, facilitating automated testing and design exploration.\n \n","PeriodicalId":92576,"journal":{"name":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","volume":"46 1","pages":"16-22"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. AAAI Artificial Intelligence and Interactive Digital Entertainment Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1609/aiide.v13i1.12923","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7
Abstract
Combat in roguelikes involves careful strategy to best match a large variety of items and abilities to a given opponent, and the significant scripting effort involved can be a major barrier to automation. This paper presents a machine learning approach for a subset of combat in the game of NetHack. We describe a custom learning approach intended to deal with the large action space typical of this genre, and show that it is able to develop and apply reasonable strategies, outperforming a simpler baseline approach. These results point towards better automation of such complex game environments, facilitating automated testing and design exploration.