Creating Adjustable Human-like AI Behavior in a 3D Tennis Game with Monte-Carlo Tree Search

Kaito Kimura, Yuan Tu, Riku Tanji, M. Mozgovoy
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引用次数: 1

Abstract

Interaction with opponents is a core element in video sports games. Thus, user experience in single-player matches heavily depends on the quality of AI opponents, who are expected to vary in their skill level and play styles. One way to achieve this goal is to learn game-playing behavior from real human players and to improve it if necessary with an automated optimization method. Monte-Carlo tree search (MCTS) has been successfully used for this purpose in several card and board games, such as chess and poker. We explore the possibility to apply MCTS in an action sports game of 3D tennis, and show how a dataset of pre-recorded tennis games can be used to train an MCTS-based AI system, exhibiting believable and reasonably skillful behavior.
用蒙特卡洛树搜索在3D网球游戏中创建可调节的类人AI行为
与对手的互动是电子体育游戏的核心元素。因此,单人游戏的用户体验很大程度上取决于AI对手的水平,他们的技能水平和游戏风格各不相同。实现这一目标的一种方法是从真正的人类玩家那里学习游戏行为,并在必要时使用自动优化方法进行改进。蒙特卡洛树搜索(MCTS)已经成功地用于一些纸牌和棋盘游戏,如国际象棋和扑克。我们探索了将MCTS应用于3D网球动作运动游戏的可能性,并展示了如何使用预先录制的网球比赛数据集来训练基于MCTS的AI系统,展示可信且合理的熟练行为。
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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