Towards autonomous behavior learning of non-player characters in games

Non-Player-Characters (NPCs), as found in computer games, can be modelled as intelligent systems, which serve to improve the interactivity and playability of the games. Although reinforcement learning (RL) has been a promising approach to creating the behavior models of non-player characters (NPC),...

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Main Authors: FENG, Shu, TAN, Ah-hwee
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2016
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Online Access:https://ink.library.smu.edu.sg/sis_research/5247
https://ink.library.smu.edu.sg/context/sis_research/article/6250/viewcontent/Towards_Autonomous_Behavior_Learning___ESwA_2016_Preprint.pdf
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spelling sg-smu-ink.sis_research-62502020-07-23T18:21:47Z Towards autonomous behavior learning of non-player characters in games FENG, Shu TAN, Ah-hwee Non-Player-Characters (NPCs), as found in computer games, can be modelled as intelligent systems, which serve to improve the interactivity and playability of the games. Although reinforcement learning (RL) has been a promising approach to creating the behavior models of non-player characters (NPC), an initial stage of exploration and low performance is typically required. On the other hand, imitative learning (IL) is an effective approach to pre-building a NPC’s behavior model by observing the opponent’s actions, but learning by imitation limits the agent’s performance to that of its opponents. In view of their complementary strengths, this paper proposes a computational model unifying the two learning paradigms based on a class of self-organizing neural networks called Fusion Architecture for Learning and COgnition (FALCON). Specifically, two hybrid learning strategies, known as the Dual-Stage Learning (DSL) and the Mixed Model Learning (MML), are presented to realize the integration of the two distinct learning paradigms in one framework. The DSL and MML strategies have been applied to creating autonomous non-player characters (NPCs) in a first person shooting game named Unreal Tournament. Our experiments show that both DSL and MML are effective in producing NPCs with faster learning speed and better combat performance comparing with those built by traditional RL and IL methods. The proposed hybrid learning strategies thus provide an efficient method to building intelligent NPC agents in games and pave the way towards building autonomous expert and intelligent systems for other applications. 2016-09-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/5247 info:doi/10.1016/j.eswa.2016.02.043 https://ink.library.smu.edu.sg/context/sis_research/article/6250/viewcontent/Towards_Autonomous_Behavior_Learning___ESwA_2016_Preprint.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University behavior learning reinforcement learning imitative learning self-organizing neural network intelligent agent Databases and Information Systems OS and Networks Systems Architecture
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic behavior learning
reinforcement learning
imitative learning
self-organizing neural network
intelligent agent
Databases and Information Systems
OS and Networks
Systems Architecture
spellingShingle behavior learning
reinforcement learning
imitative learning
self-organizing neural network
intelligent agent
Databases and Information Systems
OS and Networks
Systems Architecture
FENG, Shu
TAN, Ah-hwee
Towards autonomous behavior learning of non-player characters in games
description Non-Player-Characters (NPCs), as found in computer games, can be modelled as intelligent systems, which serve to improve the interactivity and playability of the games. Although reinforcement learning (RL) has been a promising approach to creating the behavior models of non-player characters (NPC), an initial stage of exploration and low performance is typically required. On the other hand, imitative learning (IL) is an effective approach to pre-building a NPC’s behavior model by observing the opponent’s actions, but learning by imitation limits the agent’s performance to that of its opponents. In view of their complementary strengths, this paper proposes a computational model unifying the two learning paradigms based on a class of self-organizing neural networks called Fusion Architecture for Learning and COgnition (FALCON). Specifically, two hybrid learning strategies, known as the Dual-Stage Learning (DSL) and the Mixed Model Learning (MML), are presented to realize the integration of the two distinct learning paradigms in one framework. The DSL and MML strategies have been applied to creating autonomous non-player characters (NPCs) in a first person shooting game named Unreal Tournament. Our experiments show that both DSL and MML are effective in producing NPCs with faster learning speed and better combat performance comparing with those built by traditional RL and IL methods. The proposed hybrid learning strategies thus provide an efficient method to building intelligent NPC agents in games and pave the way towards building autonomous expert and intelligent systems for other applications.
format text
author FENG, Shu
TAN, Ah-hwee
author_facet FENG, Shu
TAN, Ah-hwee
author_sort FENG, Shu
title Towards autonomous behavior learning of non-player characters in games
title_short Towards autonomous behavior learning of non-player characters in games
title_full Towards autonomous behavior learning of non-player characters in games
title_fullStr Towards autonomous behavior learning of non-player characters in games
title_full_unstemmed Towards autonomous behavior learning of non-player characters in games
title_sort towards autonomous behavior learning of non-player characters in games
publisher Institutional Knowledge at Singapore Management University
publishDate 2016
url https://ink.library.smu.edu.sg/sis_research/5247
https://ink.library.smu.edu.sg/context/sis_research/article/6250/viewcontent/Towards_Autonomous_Behavior_Learning___ESwA_2016_Preprint.pdf
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