dAI_GO: artificial intelligence for fighting games

dAI_GO investigates the implementation of an Actor-Critic (AC) model for training an artificial intelligence (AI) agent in a fighting game environment using the IkemenGO engine. The purpose is to develop agents capable of engaging in human-like adaptive behaviour during gameplay. The agent is intend...

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Main Author: Teo, Ryan Cher Kean
Other Authors: Seah Hock Soon
Format: Final Year Project
Language:English
Published: Nanyang Technological University 2024
Subjects:
AI
Online Access:https://hdl.handle.net/10356/181090
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1810902024-11-14T11:49:36Z dAI_GO: artificial intelligence for fighting games Teo, Ryan Cher Kean Seah Hock Soon College of Computing and Data Science ASHSSEAH@ntu.edu.sg Computer and Information Science AI Computer games Machine learning dAI_GO investigates the implementation of an Actor-Critic (AC) model for training an artificial intelligence (AI) agent in a fighting game environment using the IkemenGO engine. The purpose is to develop agents capable of engaging in human-like adaptive behaviour during gameplay. The agent is intended to balance short-term rewards such as successful attacks with longer-term rewards such as winning a round. The AC model leverages policy optimization through the Actor, while also taking advantage of value estimation via the Critic, making the AC model suitable for handling the dual objectives of the agent. Training was conducted using GPU-accelerated PyTorch models while incorporating logit manipulation techniques such as temperature scaling and bias addition to influence the agent’s behaviour to create human-like agents. Additional experiments were conducted to investigate agent performance under various conditions, such as introducing biases towards certain actions or introducing behavioural asymmetries to the agents. Rewards were structured to reflect relevant changes in the game state such as health percentage, positioning and combos. Experiments were conducted to explore how different training conditions—such as biases towards specific behaviours or segregated movement actions—affected performance. The results demonstrated notable progress, with agents showing promising adaptive play against built-in CPUs but sometimes struggling against human opponents due to certain exploitable patterns. Ultimately, the project highlights the potential for using AC models in game AI and offers insights into future improvements, such as enhancing real-time decision-making, refining rewards, and incorporating imitation learning for more complex behaviours. Bachelor's degree 2024-11-14T11:49:36Z 2024-11-14T11:49:36Z 2024 Final Year Project (FYP) Teo, R. C. K. (2024). dAI_GO: artificial intelligence for fighting games. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/181090 https://hdl.handle.net/10356/181090 en 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 Computer and Information Science
AI
Computer games
Machine learning
spellingShingle Computer and Information Science
AI
Computer games
Machine learning
Teo, Ryan Cher Kean
dAI_GO: artificial intelligence for fighting games
description dAI_GO investigates the implementation of an Actor-Critic (AC) model for training an artificial intelligence (AI) agent in a fighting game environment using the IkemenGO engine. The purpose is to develop agents capable of engaging in human-like adaptive behaviour during gameplay. The agent is intended to balance short-term rewards such as successful attacks with longer-term rewards such as winning a round. The AC model leverages policy optimization through the Actor, while also taking advantage of value estimation via the Critic, making the AC model suitable for handling the dual objectives of the agent. Training was conducted using GPU-accelerated PyTorch models while incorporating logit manipulation techniques such as temperature scaling and bias addition to influence the agent’s behaviour to create human-like agents. Additional experiments were conducted to investigate agent performance under various conditions, such as introducing biases towards certain actions or introducing behavioural asymmetries to the agents. Rewards were structured to reflect relevant changes in the game state such as health percentage, positioning and combos. Experiments were conducted to explore how different training conditions—such as biases towards specific behaviours or segregated movement actions—affected performance. The results demonstrated notable progress, with agents showing promising adaptive play against built-in CPUs but sometimes struggling against human opponents due to certain exploitable patterns. Ultimately, the project highlights the potential for using AC models in game AI and offers insights into future improvements, such as enhancing real-time decision-making, refining rewards, and incorporating imitation learning for more complex behaviours.
author2 Seah Hock Soon
author_facet Seah Hock Soon
Teo, Ryan Cher Kean
format Final Year Project
author Teo, Ryan Cher Kean
author_sort Teo, Ryan Cher Kean
title dAI_GO: artificial intelligence for fighting games
title_short dAI_GO: artificial intelligence for fighting games
title_full dAI_GO: artificial intelligence for fighting games
title_fullStr dAI_GO: artificial intelligence for fighting games
title_full_unstemmed dAI_GO: artificial intelligence for fighting games
title_sort dai_go: artificial intelligence for fighting games
publisher Nanyang Technological University
publishDate 2024
url https://hdl.handle.net/10356/181090
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