Learning Combat in NetHack

Jonathan C. Campbell, Clark Verbrugge
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引用次数: 7

Abstract

Combat in roguelikes involves careful strategy to best match a large variety of items and abilities to a given opponent, and the significant scripting effort involved can be a major barrier to automation. This paper presents a machine learning approach for a subset of combat in the game of NetHack. We describe a custom learning approach intended to deal with the large action space typical of this genre, and show that it is able to develop and apply reasonable strategies, outperforming a simpler baseline approach. These results point towards better automation of such complex game environments, facilitating automated testing and design exploration.
在《NetHack》中学习战斗
roguelikes中的战斗需要谨慎的策略,以便将各种道具和能力与给定的对手进行最佳匹配,而所涉及的大量脚本编写工作可能成为自动化的主要障碍。本文针对《NetHack》游戏中的战斗子集提出了一种机器学习方法。我们描述了一种定制的学习方法,旨在处理这类游戏典型的大型动作空间,并表明它能够开发和应用合理的策略,优于简单的基线方法。这些结果指向了复杂游戏环境的更好自动化,促进了自动化测试和设计探索。
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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