Generative Personas That Behave and Experience Like Humans

M. Barthet, A. Khalifa, Antonios Liapis, Georgios N. Yannakakis
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引用次数: 11

Abstract

Using artificial intelligence (AI) to automatically test a game remains a critical challenge for the development of richer and more complex game worlds and for the advancement of AI at large. One of the most promising methods for achieving that long-standing goal is the use of generative AI agents, namely procedural personas, that attempt to imitate particular playing behaviors which are represented as rules, rewards, or human demonstrations. All research efforts for building those generative agents, however, have focused solely on playing behavior which is arguably a narrow perspective of what a player actually does in a game. Motivated by this gap in the existing state of the art, in this paper we extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would. For that purpose, we employ the Go-Explore reinforcement learning paradigm for training human-like procedural personas, and we test our method on behavior and experience demonstrations of more than 100 players of a racing game. Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate. Importantly, it also appears that experience, which is tied to playing behavior, can be a highly informative driver for better behavioral exploration.
像人类一样行为和经历的生成式人物角色
使用人工智能(AI)来自动测试游戏仍然是开发更丰富、更复杂的游戏世界以及AI整体发展的关键挑战。实现这一长期目标的最有希望的方法之一是使用生成AI代理,即程序角色,试图模仿特定的游戏行为,这些行为表现为规则,奖励或人类示范。然而,所有构建这些生成代理的研究工作都只关注于游戏行为,这可以说是玩家在游戏中实际行为的狭隘视角。由于现有技术的这一差距,我们在本文中扩展了行为程序角色的概念,以迎合玩家体验,从而研究既能像人类一样行为又能像人类一样体验游戏的生成代理。为此,我们采用Go-Explore强化学习范式来训练类似人类的程序角色,我们在100多名赛车游戏玩家的行为和体验演示中测试了我们的方法。我们的研究结果表明,生成的代理表现出独特的游戏风格,并体验到它们被设计用来模仿的人类角色的反应。更重要的是,与游戏行为相关的体验也可以成为更好的行为探索的信息驱动因素。
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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