Towards training swarms for game AI
Abstract:
This paper presents a game design pattern that can inspire the creation of new games featuring swarms of hostile non-player characters. It is driven by reinforcement learning through insane-Q: an on-l[in]e, [sa]mpling-based, [n]on-[e]pisodic [Q]-Learning variant. To unify the swarm’s behaviors, individuals query a shared insane-Q instance. To unchain the individuals from behaving identically—that is, to create sub-classes in the swarm—the data they feed to insane-Q is entangled with a programmable handle, which enables individuals to, indirectly, manipulate how insane-Q interprets its shared learning. As a test bed, a challenging racing mini-game was created through this pattern. It pits players against a reckless stampede of eighty four autonomous driving carts staring two sub-classes: greedy carts always take the path with the least amount of obstacles, while lazy carts always take the shortest path towards their next destination.
Año de publicación:
2021
Keywords:
- reinforcement learning
- Game design
- Game AI
Fuente:
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Tipo de documento:
Conference Object
Estado:
Acceso restringido
Áreas de conocimiento:
- Inteligencia artificial
- Ciencias de la computación
Áreas temáticas:
- Métodos informáticos especiales
- Juegos de habilidad de interior
- Juegos y diversiones de interior