用于开发游戏和玩家的模型驱动生成自我游戏工具链

Evgeny Kusmenko, Maximilian Münker, Matthias Nadenau, Bernhard Rumpe
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引用次数: 0

摘要

象棋等回合制游戏非常受欢迎,但为其开发过程量身定制的工具链仍然很少。在本文中,我们提出了一个模型驱动和生成的工具链,旨在涵盖基于规则的游戏的整个开发过程。特别是,我们提出了一种游戏描述语言,使开发者能够以基于逻辑的语法对游戏进行建模。可执行的游戏解释器是从游戏模型中生成的,然后可以作为基于强化学习的玩家自我游戏训练的环境。在训练之前,深度神经网络可以由深度学习开发人员手动建模,或者使用启发式方法估计将状态空间映射到动作空间的复杂性。最后,我们提出了一个案例研究,对三个游戏进行建模,并评估了工具链的语言特征以及玩家训练能力。
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A Model-Driven Generative Self Play-Based Toolchain for Developing Games and Players
Turn-based games such as chess are very popular, but tool-chains tailored for their development process are still rare. In this paper we present a model-driven and generative toolchain aiming to cover the whole development process of rule-based games. In particular, we present a game description language enabling the developer to model the game in a logics-based syntax. An executable game interpreter is generated from the game model and can then act as an environment for reinforcement learning-based self-play training of players. Before the training, the deep neural network can be modeled manually by a deep learning developer or generated using a heuristics estimating the complexity of mapping the state space to the action space. Finally, we present a case study modeling three games and evaluate the language features as well as the player training capabilities of the toolchain.
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