基于来源数据的模仿学习训练类人机器人

Lauro Victor Ramos Cavadas, E. Clua, Troy C. Kohwalter, S. Melo
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引用次数: 1

摘要

电子游戏中可信的非玩家角色是过去几年游戏行业中最具挑战性的问题之一。玩家希望将npc视为其他基于人类的玩家。手动建模NPC的行为并不总是一个好的选择,主要是因为游戏中可能会有大量的NPC,而且建模大量的NPC行动很困难。我们的主要目标是创造一个可信的NPC,就像一个真正的玩家。这项工作提出了一种使用模仿学习训练NPC的方法,使其尽可能与人类玩家相似。通过这一策略,npc可以从不同类型的玩家中得到训练,避免预先设定好的行为。我们的建议使用来源数据集来训练代理,处理因果数据挖掘的可能性,并使用生成对抗模仿学习框架来采取与玩家类似的行动。所提出的模型具有通用性,适用于各种游戏。我们用Unity ML-Agents Toolkit中的DodgeBall环境来验证我们所呈现的模型。一些玩家被要求与我们的代理对抗,他们验证了我们训练过的npc的可信度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Training human-like bots with Imitation Learning based on provenance data
Believable NonPlayer Characters in video games are one of the most challenging problems in the game industry over the last years. Players demand to expect to perceive the NPCs as other human-based player. Modeling NPC behavior manually is not always a good choice, mainly due to the number of NPCs a game can have and the difficulty of modeling a large number of actions that they can take. Our main goal is create a believable NPC acting like a real player. This work proposes an approach to training an NPC using Imitation Learning so that it is as similar as possible to a human player. Through this strategy, NPCs are trained from various types of players, avoiding predefined behaviors. Our proposal trains agents with the use of provenance data sets, tackling cause-effects data mining possibilities, and use Generative Adversarial Imitation Learning framework to take actions similar to what a player would take. The model proposed was create to be generic and applicable to various games. We validate our presented model with the DodgeBall environment inside Unity ML-Agents Toolkit for Unity Engine. Some players was asked to play against our agent and they validated the believability of our trained NPCs.
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