Multi-Agent Reinforcement Learning for creating intelligent agents in social networks-oriented role playing games

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Francisco Martinez-Gil, Eduard Gil-Magraner
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Abstract

We present a study for building intelligent Non-Playable Characters (NPCs) that act autonomously as main characters in a hand-to-hand combat-themed Role-playing game (RPG). These types of games are very popular in social networking platforms such as Discord, Amino and WhatsApp. Our work aims for creating intelligent characters that learn individual and collaborative game skills behaving as true opponents for human players. We select three reinforcement learning (RL) algorithms (DQN, PPO and QMIX) to be used with different multi-agent approaches: centralized, totally decentralized and centralized training with decentralized execution (CTDE). First, we assess their performance in NPCs against NPCs fighting with a battery of learning tasks varying the configurations of the fighting groups. Secondly, we suggest a learning strategy that separates the fighting learning in two independent processes for each agent: attack and defense, giving better results than learning a single process for the whole combat. Lastly, we present an analysis of human vs. NPC combats and groups of human vs. groups of NPCs based on the number of victories and a Likert scale survey, concluding that our intelligent agents behave better than an average human player.
用于在面向社交网络的角色扮演游戏中创建智能代理的多代理强化学习
我们提出了一项关于创造智能非可玩角色(npc)的研究,这些角色在一款以白刃战为主题的角色扮演游戏(RPG)中自主扮演主角。这类游戏在Discord、Amino和WhatsApp等社交网络平台上非常受欢迎。我们的工作目标是创造智能角色,学习个人和协作游戏技能,表现得像人类玩家的真正对手。我们选择了三种强化学习(RL)算法(DQN, PPO和QMIX)用于不同的多智能体方法:集中式,完全分散和集中式训练与分散执行(CTDE)。首先,我们通过一系列学习任务来评估他们在npc对抗npc战斗中的表现,这些任务会改变战斗小组的配置。其次,我们提出了一种学习策略,将每个智能体的战斗学习分为两个独立的过程:攻击和防御,比学习整个战斗的单一过程效果更好。最后,我们基于胜利数量和李克特量表调查分析了人类与NPC的战斗以及人类与NPC的战斗,并得出结论,我们的智能代理比一般的人类玩家表现得更好。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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