使用程序分析自动定义探索的游戏动作空间

Sasha Volokh, William G.J. Halfond
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引用次数: 0

摘要

自动探索不同可能的游戏状态和功能的能力对于计算机游戏的自动化测试和分析是有价值的。然而,自动探索需要探索代理能够在游戏状态中决定并执行可能的行动,这在使用传统游戏引擎构建的游戏中通常是不可用的。因此,现有的自动探索工作通常要么手动定义游戏的行动空间,要么不精确地猜测可能的行动。本文提出了一种与传统游戏引擎兼容的程序分析技术,该技术自动分析游戏中存在的用户输入处理逻辑,以确定与可能的用户输入相对应的离散动作空间,以及动作有效的条件,以及在游戏中模拟执行选定动作的相关用户输入。我们执行了一种能够为Unity游戏创造Gym环境的行动空间的方法原型,然后通过我们的随机探索技术和好奇心驱动的强化学习代理来评估探索性能。我们的结果表明,对于大多数游戏来说,我们的分析能够让探索表现与手动设计的动作空间相匹配或超过,并且分析对于实时游戏玩法来说足够快。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Automatically Defining Game Action Spaces for Exploration Using Program Analysis
The capability to automatically explore different possible game states and functionality is valuable for the automated test and analysis of computer games. However, automatic exploration requires an exploration agent to be capable of determining and performing the possible actions in game states, for which a model is typically unavailable in games built with traditional game engines. Therefore, existing work on automatic exploration typically either manually defines a game's action space or imprecisely guesses the possible actions. In this paper we propose a program analysis technique compatible with traditional game engines, which automatically analyzes the user input handling logic present in a game to determine a discrete action space corresponding to the possible user inputs, along with the conditions under which the actions are valid, and the relevant user inputs to simulate on the game to perform a chosen action. We implemented a prototype of our approach capable of producing the action spaces of Gym environments for Unity games, then evaluated the exploration performance enabled by our technique for random exploration and exploration via curiosity-driven reinforcement learning agents. Our results show that for most games, our analysis enables exploration performance that matches or exceeds that of manually engineered action spaces, and the analysis is fast enough for real time game play.
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