Designing AIWolf agents by rule-based algorithm and by deep Q-learning

The Werewolf game is a popular party game with imperfect information. Players do not know others’ roles, but they must eliminate all the opponents before their teams are all killed or voted out. Designing an intelligent agent to play such kind of game well is a challenging topic for researchers all...

Full description

Saved in:
Bibliographic Details
Main Author: Zhang, Shengjing
Other Authors: Bo An
Format: Final Year Project
Language:English
Published: Nanyang Technological University 2021
Subjects:
Online Access:https://hdl.handle.net/10356/149340
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-149340
record_format dspace
spelling sg-ntu-dr.10356-1493402021-05-30T08:22:51Z Designing AIWolf agents by rule-based algorithm and by deep Q-learning Zhang, Shengjing Bo An School of Computer Science and Engineering boan@ntu.edu.sg Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence The Werewolf game is a popular party game with imperfect information. Players do not know others’ roles, but they must eliminate all the opponents before their teams are all killed or voted out. Designing an intelligent agent to play such kind of game well is a challenging topic for researchers all around the world. The International AIWolf Competition is held every year for participants to design such AIWolf agents and compete with each other. This report designed two agents by using two different methods and compared their performance with champion agents in the previous competitions. The first method was to use the rule-based algorithm. The proposed agent was required to follow a series of rules set before games. It did role estimation first to deduce other players’ roles and find out its opponents. Next, based on the estimation of others’ roles and rules set in advance, the proposed agent chose the best strategy and made a decision on who to vote, who to attack, what information to exchange with others, and so on. The second method was to use reinforcement learning. The proposed agent would first train a deep Q-network by taking some states as input and outputting Q-values of various actions. The neural network could help the agent find out the optimal actions to take at the current state. By calculating average winning rates of each agent in 200,000 games, the results showed that the proposed agent using deep Q-learning had the best performance among all the other agents, including champions in the previous competitions and the agent using the rule-based algorithm. Reinforcement learning is highly recommended when building intelligent agents for AIWolf games. Bachelor of Engineering (Computer Science) 2021-05-30T08:22:51Z 2021-05-30T08:22:51Z 2021 Final Year Project (FYP) Zhang, S. (2021). Designing AIWolf agents by rule-based algorithm and by deep Q-learning. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/149340 https://hdl.handle.net/10356/149340 en SCSE20-0251 application/pdf Nanyang Technological University
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence
spellingShingle Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence
Zhang, Shengjing
Designing AIWolf agents by rule-based algorithm and by deep Q-learning
description The Werewolf game is a popular party game with imperfect information. Players do not know others’ roles, but they must eliminate all the opponents before their teams are all killed or voted out. Designing an intelligent agent to play such kind of game well is a challenging topic for researchers all around the world. The International AIWolf Competition is held every year for participants to design such AIWolf agents and compete with each other. This report designed two agents by using two different methods and compared their performance with champion agents in the previous competitions. The first method was to use the rule-based algorithm. The proposed agent was required to follow a series of rules set before games. It did role estimation first to deduce other players’ roles and find out its opponents. Next, based on the estimation of others’ roles and rules set in advance, the proposed agent chose the best strategy and made a decision on who to vote, who to attack, what information to exchange with others, and so on. The second method was to use reinforcement learning. The proposed agent would first train a deep Q-network by taking some states as input and outputting Q-values of various actions. The neural network could help the agent find out the optimal actions to take at the current state. By calculating average winning rates of each agent in 200,000 games, the results showed that the proposed agent using deep Q-learning had the best performance among all the other agents, including champions in the previous competitions and the agent using the rule-based algorithm. Reinforcement learning is highly recommended when building intelligent agents for AIWolf games.
author2 Bo An
author_facet Bo An
Zhang, Shengjing
format Final Year Project
author Zhang, Shengjing
author_sort Zhang, Shengjing
title Designing AIWolf agents by rule-based algorithm and by deep Q-learning
title_short Designing AIWolf agents by rule-based algorithm and by deep Q-learning
title_full Designing AIWolf agents by rule-based algorithm and by deep Q-learning
title_fullStr Designing AIWolf agents by rule-based algorithm and by deep Q-learning
title_full_unstemmed Designing AIWolf agents by rule-based algorithm and by deep Q-learning
title_sort designing aiwolf agents by rule-based algorithm and by deep q-learning
publisher Nanyang Technological University
publishDate 2021
url https://hdl.handle.net/10356/149340
_version_ 1701270535928807424