CST-Godot: Bridging the Gap Between Game Engines and Cognitive Agents

Gustavo Morais, Ian Loron, L. F. Coletta, Anderson A. da Silva, A. Simões, Ricardo Ribeiro Gudwin, P. Costa, E. Colombini
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Abstract

Cognitive architectures (CA) exist in the neighborhood of research in general AI. However, despite the high importance placed on classical AI techniques in developing complex videogame systems and the success the CA field has had in producing intelligent behavior of different kinds, it has gone largely unexplored in the context of videogame development. This paper presents a framework for implementing cognitive agents based on CAs in the Godot game engine. We employ the Cognitive Systems Toolkit (CST) for this purpose, providing opportunities for development in the academic sphere, primarily for creating experiments and visualizers that take advantage of Godot's physics and rendering libraries. In the context of videogame development, it can help expand upon classical AI techniques and enable more complex and interesting systems' implementation. As a concept proof, we show how a reinforcement learning-based agent can successfully learn how to behave in a game designed under this cognitive environment.
CST-Godot:弥合游戏引擎和认知代理之间的鸿沟
认知架构(Cognitive architectures, CA)存在于通用人工智能的研究领域。然而,尽管经典AI技术在开发复杂的电子游戏系统中被高度重视,并且CA领域在创造不同类型的智能行为方面取得了成功,但在电子游戏开发的背景下,它在很大程度上尚未得到探索。本文提出了一个在Godot游戏引擎中实现基于ca的认知代理的框架。为此,我们使用了认知系统工具包(CST),为学术领域的发展提供了机会,主要用于创建利用Godot的物理和渲染库的实验和可视化器。在电子游戏开发的背景下,它可以帮助扩展经典AI技术,并实现更复杂和有趣的系统执行。作为概念证明,我们展示了基于强化学习的智能体如何成功地学习如何在这种认知环境下设计的游戏中表现。
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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