Continuous and Reinforcement Learning Methods for First-Person Shooter Games

T. Smith, Jonathan Miles
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引用次数: 1

Abstract

Machine learning is now widely studied as the basis for artificial intelligence systems within computer games. Most existing work focuses on methods for learning static expert systems, typically emphasizing candidate selection. This paper extends this work by exploring the use of continuous and reinforcement learning techniques to develop fully-adaptive game AI for first-person shooter bots. We begin by outlining a framework for learning static control models for tanks within the game BZFlag, then extend that framework using continuous learning techniques that allow computer controlled tanks to adapt to the game style of other players, extending overall playability by thwarting attempts to infer the underlying AI. We further show how reinforcement learning can be used to create bots that learn how to play based solely through trial and error, providing game engineers with a practical means to produce large numbers of bots, each with individual intelligences and unique behaviours; all from a single initial AI model.
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第一人称射击游戏的连续强化学习方法
现在,机器学习作为电脑游戏中人工智能系统的基础被广泛研究。大多数现有的工作都集中在静态专家系统的学习方法上,通常强调候选对象的选择。本文通过探索使用连续和强化学习技术来开发第一人称射击机器人的完全自适应游戏AI来扩展这项工作。我们首先概述了在游戏BZFlag中学习坦克静态控制模型的框架,然后使用持续学习技术扩展该框架,使计算机控制的坦克能够适应其他玩家的游戏风格,通过阻止推断潜在AI的尝试来扩展整体可玩性。我们进一步展示了如何使用强化学习来创建机器人,这些机器人可以通过反复试验来学习如何玩游戏,为游戏工程师提供了一种实用的方法来生产大量的机器人,每个机器人都有自己的智能和独特的行为;所有这些都来自于一个初始的人工智能模型。
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