使用强化学习和熟练经验目录平衡一个战斗ice代理的性能

Akash Cherukuri, F. Glavin
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引用次数: 1

摘要

动态难度调整(DDA)是基于玩家表现动态改变挑战的过程,而不是玩家手动从一组选项中选择难度。这有助于通过让对手的技能与玩家的技能相匹配来减轻玩家的挫败感。在这项工作中,我们提出了一种DDA技术的新应用,称为熟练经验目录(SEC),该技术之前在第一人称射击游戏中获得了成功。这种方法使用了使用强化学习(RL)训练的智能体学习过程的经验里程碑。我们在Fighting Game Artificial Intelligence (FTGAI)比赛中使用的Fighting ice平台上设计并实现了一个定制的SEC。我们将我们的SEC代理部署到三个固定策略的对手上,并表明我们可以成功地在三个对手中的两个与每个对手进行150场比赛中平衡游戏玩法。由于RL agent在初始训练后无法达到所需的技能水平,所以在面对第三个对手时无法达到平衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Balancing the Performance of a FightingICE Agent using Reinforcement Learning and Skilled Experience Catalogue
Dynamic Difficulty Adjustment (DDA) is the process of changing the challenge offered dynamically based on the player's performance, as opposed to the player manually choosing the difficulty from a set of options. This helps in alleviating player frustration by having the opponents' skill match that of the player's. In this work, we propose a novel application of a DDA technique called Skilled Experience Catalogue (SEC) which has previously been used with success in First Person Shooter games. This approach uses experiential milestones of the learning process of an agent trained using Reinforcement Learning (RL). We have designed and implemented a custom SEC on top of the FightingICE platform that is used in the Fighting Game Artificial Intelligence (FTGAI) competition. We deployed our SEC agent against three fixed-strategy opponents and showed that we could successfully balance the game-play in two out of the three opponents over 150 games against each. Balancing was not achieved against the third opponent since the RL agent could not reach the required skill level after its initial training.
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