Enhancing imitation learning training for non-player characters based on provenance data

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Lauro V.R. Cavadas, Esteban W.G. Clua, Troy C. Kohwalter, Sidney A. Melo
{"title":"Enhancing imitation learning training for non-player characters based on provenance data","authors":"Lauro V.R. Cavadas,&nbsp;Esteban W.G. Clua,&nbsp;Troy C. Kohwalter,&nbsp;Sidney A. Melo","doi":"10.1016/j.entcom.2025.100987","DOIUrl":null,"url":null,"abstract":"<div><div>Non-Player Characters (NPCs) play a crucial role in the immersive experience of a game world. When designed effectively, NPCs have unique personalities and react realistically to player actions. Meeting players’ expectations for NPCs to resemble real individuals has become a major focus for game developers striving to enhance immersion.</div><div>In this work, we propose the use of data collected via provenance to create a model for training an NPC to act similarly to a human player using Imitation Learning. The main goal of this work is to improve the training efficiency of the agent, while preserving the high level of believability achieved in previous work. To this end, provenance is employed not only as a form of logging, but also as a means to guide and optimize the learning process — a contribution not previously explored in the literature.</div><div>To validate our model, we used the DodgeBall game within the Unity ML-Agents Toolkit for the Unity Engine. We compared our trained agent with an agent from previous work that used provenance solely for logging. Using win rate as a proxy for training efficiency, agents trained with our new model outperformed those trained with the previous approach, when evaluated after the same number of training steps.</div><div>Additionally, we created scenarios in which players participated in matches against both the new and previous agents, rating their believability. The results were promising in terms of both perceived believability and the efficiency of the training process.</div><div>In this work we propose to use data collected via provenance to create a model for training an NPC to act similarly to a human player using Imitation Learning. We use provenance not only as a form of log, but also to improve training efficiency, something that has not been presented in the literature until now. To validate our model, we used the DodgeBall game within the Unity ML-Agents Toolkit for Unity Engine. We compared our trained agent with an agent trained in previous work, which use provenance as a form of logging. Through matches between the two agents, those that were trained with our new model demonstrated greater efficiency. Additionally, we created scenarios of players participating in games against our current agent and our previous solutions, rating the believability of each. The results were quite promising, both in terms of believability and training efficiency.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100987"},"PeriodicalIF":2.4000,"publicationDate":"2025-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000679","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0

Abstract

Non-Player Characters (NPCs) play a crucial role in the immersive experience of a game world. When designed effectively, NPCs have unique personalities and react realistically to player actions. Meeting players’ expectations for NPCs to resemble real individuals has become a major focus for game developers striving to enhance immersion.
In this work, we propose the use of data collected via provenance to create a model for training an NPC to act similarly to a human player using Imitation Learning. The main goal of this work is to improve the training efficiency of the agent, while preserving the high level of believability achieved in previous work. To this end, provenance is employed not only as a form of logging, but also as a means to guide and optimize the learning process — a contribution not previously explored in the literature.
To validate our model, we used the DodgeBall game within the Unity ML-Agents Toolkit for the Unity Engine. We compared our trained agent with an agent from previous work that used provenance solely for logging. Using win rate as a proxy for training efficiency, agents trained with our new model outperformed those trained with the previous approach, when evaluated after the same number of training steps.
Additionally, we created scenarios in which players participated in matches against both the new and previous agents, rating their believability. The results were promising in terms of both perceived believability and the efficiency of the training process.
In this work we propose to use data collected via provenance to create a model for training an NPC to act similarly to a human player using Imitation Learning. We use provenance not only as a form of log, but also to improve training efficiency, something that has not been presented in the literature until now. To validate our model, we used the DodgeBall game within the Unity ML-Agents Toolkit for Unity Engine. We compared our trained agent with an agent trained in previous work, which use provenance as a form of logging. Through matches between the two agents, those that were trained with our new model demonstrated greater efficiency. Additionally, we created scenarios of players participating in games against our current agent and our previous solutions, rating the believability of each. The results were quite promising, both in terms of believability and training efficiency.
基于来源数据加强非玩家角色的模仿学习训练
非玩家角色(npc)在游戏世界的沉浸式体验中扮演着至关重要的角色。如果设计得当,npc就会拥有独特的个性,并对玩家的行动做出真实的反应。满足玩家对npc与真人相似的期望已经成为游戏开发者努力增强沉浸感的主要关注点。在这项工作中,我们建议使用通过来源收集的数据来创建一个模型,用于训练NPC使用模仿学习类似于人类玩家的行为。本工作的主要目标是提高智能体的训练效率,同时保持之前工作中获得的高可信度。为此,来源不仅被用作记录的一种形式,而且还被用作指导和优化学习过程的一种手段——这是以前文献中未探讨的贡献。为了验证我们的模型,我们使用了Unity ML-Agents工具包中的《DodgeBall》游戏。我们将经过训练的代理与以前工作中仅使用出处进行日志记录的代理进行了比较。使用胜率作为训练效率的代理,当在相同数量的训练步骤后进行评估时,使用我们的新模型训练的智能体优于使用以前方法训练的智能体。此外,我们还创造了一些场景,让玩家参与到与新代理和旧代理的比赛中,并评估他们的可信度。从可感知的可信度和训练过程的效率两方面来看,结果都很有希望。在这项工作中,我们建议使用通过来源收集的数据来创建一个模型,用于训练NPC使用模仿学习类似于人类玩家的行为。我们不仅将出处作为日志的一种形式,而且还可以提高培训效率,这在目前的文献中还没有出现过。为了验证我们的模型,我们使用了Unity ML-Agents Toolkit中的《DodgeBall》游戏。我们将我们训练过的代理与以前工作中训练过的代理进行了比较,后者使用来源作为日志记录的一种形式。通过两个代理之间的匹配,用我们的新模型训练的代理显示出更高的效率。此外,我们创建了玩家参与游戏的场景,与我们当前的代理和我们之前的解决方案进行比较,并对每个解决方案的可信度进行评级。结果是相当有希望的,无论是在可信度和训练效率方面。
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
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.
×
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