QL-BT: Enhancing behaviour tree design and implementation with Q-learning

Rahul Dey, Christopher Child
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引用次数: 46

Abstract

Artificial intelligence has become an increasingly important aspect of computer game technology, as designers attempt to deliver engaging experiences for players by creating characters with behavioural realism to match advances in graphics and physics. Recently, behaviour trees have come to the forefront of games AI technology, providing a more intuitive approach than previous techniques such as hierarchical state machines, which often required complex data structures producing poorly structured code when scaled up. The design and creation of behaviour trees, however, requires experience and effort. This research introduces Q-learning behaviour trees (QL-BT), a method for the application of reinforcement learning to behaviour tree design. The technique facilitates AI designers' use of behaviour trees by assisting them in identifying the most appropriate moment to execute each branch of AI logic, as well as providing an implementation that can be used to debug, analyse and optimize early behaviour tree prototypes. Initial experiments demonstrate that behaviour trees produced by the QL-BT algorithm effectively integrate RL, automate tree design, and are human-readable.
QL-BT:用Q-learning增强行为树的设计和实现
人工智能已经成为电脑游戏技术中越来越重要的一个方面,因为设计师试图通过创造具有行为现实主义的角色来为玩家提供吸引人的体验,以配合图像和物理的进步。最近,行为树成为了游戏AI技术的前沿,提供了一种比以前的技术(如分层状态机)更直观的方法,这通常需要复杂的数据结构,在扩展时产生结构不良的代码。然而,行为树的设计和创造需要经验和努力。本研究介绍了q -学习行为树(QL-BT),一种将强化学习应用于行为树设计的方法。该技术有助于AI设计师使用行为树,帮助他们确定执行AI逻辑每个分支的最合适时机,并提供可用于调试、分析和优化早期行为树原型的实现。初步实验表明,由QL-BT算法生成的行为树有效地集成了强化学习、自动树设计,并且是人类可读的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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