Achieving dynamic AI difficulty by using reinforcement learning and fuzzy logic skill metering

Peyman Massoudi, A. Fassihi
{"title":"Achieving dynamic AI difficulty by using reinforcement learning and fuzzy logic skill metering","authors":"Peyman Massoudi, A. Fassihi","doi":"10.1109/IGIC.2013.6659136","DOIUrl":null,"url":null,"abstract":"The most important functional requirement of a video game is to provide entertainment. Players can always be entertained if they face a challenge according to their own level of skills. While different players owned different levels of skills, the game should not be very hard or very easy for different players with varying levels of skills. Artificial intelligence provides a number of methods to adaptively tune the playing agents in the game with respect to human players. In this paper we propose a method in which reinforcement learning is used to make learning agents as well as a dynamic AI difficulty system based on fuzzy logic. To validate our approach we applied our method to an action tower defense game to show how a player can have better experiences while playing against agents who can learn to adapt their behavior to the skill level of the player.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 IEEE International Games Innovation Conference (IGIC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IGIC.2013.6659136","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6

Abstract

The most important functional requirement of a video game is to provide entertainment. Players can always be entertained if they face a challenge according to their own level of skills. While different players owned different levels of skills, the game should not be very hard or very easy for different players with varying levels of skills. Artificial intelligence provides a number of methods to adaptively tune the playing agents in the game with respect to human players. In this paper we propose a method in which reinforcement learning is used to make learning agents as well as a dynamic AI difficulty system based on fuzzy logic. To validate our approach we applied our method to an action tower defense game to show how a player can have better experiences while playing against agents who can learn to adapt their behavior to the skill level of the player.
利用强化学习和模糊逻辑技能计量实现动态AI难度
电子游戏最重要的功能要求是提供娱乐。如果玩家能够根据自己的技能水平面对挑战,他们便能够从中获得乐趣。虽然不同的玩家拥有不同的技能水平,但游戏不应该对拥有不同技能水平的不同玩家来说太难或太容易。人工智能提供了许多方法来自适应地调整游戏中的游戏代理,以适应人类玩家。本文提出了一种基于强化学习的智能体生成方法,以及一种基于模糊逻辑的动态人工智能难度系统。为了验证我们的方法,我们将此方法应用于一款动作塔防游戏中,以展示玩家如何在与能够根据玩家的技能水平调整自己行为的代理进行游戏时获得更好的体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信