A Comparison of Behavior Cloning Methods in Developing Interactive Opposing-Force Agents

Logan Lebanoff, Nicholas Paul, Christopher A. Ballinger, Patrick Sherry, Gavin Carpenter, Charles Newton
{"title":"A Comparison of Behavior Cloning Methods in Developing Interactive Opposing-Force Agents","authors":"Logan Lebanoff, Nicholas Paul, Christopher A. Ballinger, Patrick Sherry, Gavin Carpenter, Charles Newton","doi":"10.32473/flairs.36.133299","DOIUrl":null,"url":null,"abstract":"Modern modeling and simulation environments, such as commercial games or military training systems, frequently demand interactive agents that exhibit realistic and responsive behavior in accordance with a predetermined specification, such as a storyboard or military tactics document.Traditional methods for creating agents, such as state machines or behavior trees, necessitate a significant amount of effort for developing state representations and transition processes through manual knowledge engineering. On the other hand, newer techniques for behavior generation, such as deep reinforcement learning, require a vast amount of training data (centuries in many cases), and there is no guarantee that the generated behavior will align with intended objectives and courses of action. This paper examines the application of behavior cloning approaches in designing interactive agents. In our approach, users start by defining desired behavior through straightforward methods such as state machine models or behavior trees. Behavior cloning methods are then used to transform ground-truth trajectory data sampled from these models into differentiable policies that are further refined through engagement with interactive game environments. This method results in improvements in training results when compared on dimensions of task performance and stability of training.","PeriodicalId":302103,"journal":{"name":"The International FLAIRS Conference Proceedings","volume":"59 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"The International FLAIRS Conference Proceedings","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32473/flairs.36.133299","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Modern modeling and simulation environments, such as commercial games or military training systems, frequently demand interactive agents that exhibit realistic and responsive behavior in accordance with a predetermined specification, such as a storyboard or military tactics document.Traditional methods for creating agents, such as state machines or behavior trees, necessitate a significant amount of effort for developing state representations and transition processes through manual knowledge engineering. On the other hand, newer techniques for behavior generation, such as deep reinforcement learning, require a vast amount of training data (centuries in many cases), and there is no guarantee that the generated behavior will align with intended objectives and courses of action. This paper examines the application of behavior cloning approaches in designing interactive agents. In our approach, users start by defining desired behavior through straightforward methods such as state machine models or behavior trees. Behavior cloning methods are then used to transform ground-truth trajectory data sampled from these models into differentiable policies that are further refined through engagement with interactive game environments. This method results in improvements in training results when compared on dimensions of task performance and stability of training.
交互式对抗力代理开发中的行为克隆方法比较
现代建模和仿真环境,如商业游戏或军事训练系统,经常要求交互式代理根据预先确定的规范(如故事板或军事战术文件)表现出现实和响应行为。创建代理的传统方法,如状态机或行为树,需要大量的工作来通过手工知识工程开发状态表示和转换过程。另一方面,新的行为生成技术,如深度强化学习,需要大量的训练数据(在许多情况下是几个世纪),并且不能保证生成的行为将与预期的目标和行动过程保持一致。本文探讨了行为克隆方法在交互代理设计中的应用。在我们的方法中,用户首先通过状态机模型或行为树等简单的方法定义所需的行为。然后使用行为克隆方法将从这些模型中采样的真实轨迹数据转换为可微分策略,并通过与互动游戏环境的接触进一步完善这些策略。该方法在任务性能和训练稳定性两个维度上进行了比较,得到了训练效果的改善。
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:604180095
Book学术官方微信