Reinforced Evolutionary Algorithms for Game Difficulty Control

Guangwu Cui, R. Shen, Yingfeng Chen, Juan Zou, Shengxiang Yang, Changjie Fan, Jinghua Zheng
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引用次数: 1

Abstract

In the field of game designing, artificial intelligence is used to generate responsive, adaptive, or intelligent behaviors primarily in Non-Player-Characters (NPCs). There is a large demand for controlling game AI since a variety of players expect to be provided NPC opponents with appropriate difficulties to improve their game experience. However, to the best of our knowledge, a few works are focusing on this problem. In this paper, we firstly present a Reinforced Evolutionary Algorithm based on the Difficulty-Difference objective (REA-DD) to the DLAI problem, which combines reinforcement learning and evolutionary algorithms. REA-DD is able to generate the desired difficulty level of game AI accurately. Nonetheless, REA can only obtain a kind of game AI in each run. To improve efficiency, another algorithm based on Multi-objective Optimization is proposed, regarded as RMOEA-DD, which obtains DLAI after one run. Experiments on the game Pong from ALE and apply on a commercial game named The Ghost Story to show that our algorithms provide valid methods to the DLAI problem both in the term of controlling accuracy and efficiency.
游戏难度控制的强化进化算法
在游戏设计领域,人工智能主要用于在非玩家角色(npc)中生成响应性、适应性或智能行为。玩家对控制游戏AI的需求很大,因为各种玩家都希望为NPC对手提供适当的难度,以改善他们的游戏体验。然而,据我们所知,有一些作品关注这个问题。本文首先将强化学习与进化算法相结合,提出了一种基于难易差目标(REA-DD)的强化进化算法。REA-DD能够准确地生成理想的游戏AI难度等级。尽管如此,在每次运行中,REA只能获得一种游戏AI。为了提高效率,提出了另一种基于多目标优化的RMOEA-DD算法,该算法在一次运行后即可获得dla。在ALE游戏《Pong》和商业游戏《鬼故事》上的实验表明,我们的算法在控制精度和效率方面都为DLAI问题提供了有效的方法。
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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