Learning to shoot in first person shooter games by stabilizing actions and clustering rewards for reinforcement learning

F. Glavin, M. G. Madden
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引用次数: 13

Abstract

While reinforcement learning (RL) has been applied to turn-based board games for many years, more complex games involving decision-making in real-time are beginning to receive more attention. A challenge in such environments is that the time that elapses between deciding to take an action and receiving a reward based on its outcome can be longer than the interval between successive decisions. We explore this in the context of a non-player character (NPC) in a modern first-person shooter game. Such games take place in 3D environments where players, both human and computer-controlled, compete by engaging in combat and completing task objectives. We investigate the use of RL to enable NPCs to gather experience from game-play and improve their shooting skill over time from a reward signal based on the damage caused to opponents. We propose a new method for RL updates and reward calculations, in which the updates are carried out periodically, after each shooting encounter has ended, and a new weighted-reward mechanism is used which increases the reward applied to actions that lead to damaging the opponent in successive hits in what we term “hit clusters”.
在第一人称射击游戏中,通过稳定行动和强化学习的集群奖励学习射击
虽然强化学习(RL)已经应用于回合制桌游很多年了,但涉及实时决策的更复杂的游戏开始受到更多关注。在这种环境下的挑战是,从决定采取行动到根据结果获得奖励之间的时间间隔可能比连续决策之间的时间间隔更长。我们以现代第一人称射击游戏中的非玩家角色(NPC)为背景进行探讨。这类游戏发生在3D环境中,玩家(包括人类和电脑控制)通过战斗和完成任务目标进行竞争。我们研究了RL的使用,使npc能够从游戏玩法中收集经验,并随着时间的推移通过基于对对手造成伤害的奖励信号来提高他们的射击技能。我们提出了一种RL更新和奖励计算的新方法,在每次射击结束后定期进行更新,并使用了一种新的加权奖励机制,该机制增加了对导致在连续命中中破坏对手的行动的奖励,我们称之为“命中集群”。
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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