根据即时策略游戏的观察构建行为树

Glen Robertson, I. Watson
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引用次数: 32

摘要

本文介绍了计算生物学中基序寻找技术的一种新用途,用于在执行复杂任务的专家的许多观察中发现重复的动作序列。关于重复动作序列的信息被用来生成一个行为树,除了简单的相似性度量之外,没有任何额外的领域信息——没有提供任何动作模型或奖励函数。在即时战略游戏《星际争霸》中,这种技术被用于生成战略级行动的行为树。行为树能够更加简洁地表示和总结来自专家行为示例的大量信息。该方法还可以通过发现专家行为中存在的反应性行为并将其编码到行为树中来改进。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Building behavior trees from observations in real-time strategy games
This paper presents a novel use of motif-finding techniques from computational biology to find recurring action sequences across many observations of expert humans carrying out a complex task. Information about recurring action sequences is used to produce a behavior tree without any additional domain information besides a simple similarity metric - no action models or reward functions are provided. This technique is applied to produce a behavior tree for strategic-level actions in the real-time strategy game StarCraft. The behavior tree was able to represent and summarise a large amount of information from the expert behavior examples much more compactly. The method could still be improved by discovering reactive actions present in the expert behavior and encoding these in the behavior tree.
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