在unity3d中利用深度强化学习动态NPC行为和增强玩家体验

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Ahmad Affandi Supli, Xu Siqi
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引用次数: 0

摘要

随着信息技术的创新和计算机软硬件的完善,玩家的需求逐渐从追求极致的视觉和听觉盛宴转变为内在的表演、玩法、互动元素等。游戏AI作为游戏内容的重要组成部分,起着与玩家沟通互动的作用。自游戏AI出现以来,一直受到游戏开发者的关注。然而,制作出色的游戏AI也是一项困难的工作。执行游戏AI的常见方法是有限状态机和行为树。尽管如此,这两种方法仍然需要大量工作去执行灵活的游戏AI,并且很难在之后进行维护。因此,本文旨在研究机器学习来训练一个兼容且灵活的游戏AI。具体来说,本文采用了一种在Unity场景中,借助ML-Agents工具包和Python编程接口,利用深度强化学习等机器学习方法来训练游戏AI的方法。为了更好地测试机器学习方法的性能,本研究设计了一个基于Unity游戏引擎的游戏,其中包括一个使用行为树和机器学习实现的游戏AI。本文通过制作过程和最终的实现结果,比较了使用行为树和使用机器学习实现游戏AI在设计思路和实现过程上的差异,以及各自的优缺点。本研究的目的是推动机器学习在游戏研究领域的发展,实现更高的操作效率。相关的现有原则和指导方针会影响游戏设计过程。此外,本文提出的游戏可以作为未来的研究,促进游戏中的机器学习,以实现更高效,更直接的设计和更好的玩家体验。在游戏实施后,采用定量研究的方法来衡量玩家对游戏的沉浸感和玩家对所设计的游戏AI的满意度。评估结果显示,大多数受访者认为所提出的代理在对抗人类玩家和内置游戏代理时都表现良好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Leveraging deep reinforcement learning for dynamic NPC behavior and enhanced player experience in unity3d
With the innovation of information technology and the improvement of computer hardware and software, players’ needs gradually change from pursuing the ultimate visual and auditory feast to the inner performance, gameplay, interactive elements, etc. As an essential part of game content, game AI plays the role of communication and interaction with players. Since the emergence of game AI, it has been paid attention to by game developers. However, it is also a difficult job to make brilliant game AI. The common approaches to implementing game AI are finite state machines and behavior trees. Still, these two approaches require much work to implement flexible game AI and are difficult to maintain later. Therefore, this paper aims to investigate machine learning to train a compliant and flexible game AI. Specifically, this paper adopts a method to train game AI in Unity scenes using machine learning methods such as deep reinforcement learning with the help of the ML-Agents toolkit and Python programming interface. In order to better test the performance of the machine learning method, this study designs a game based on the Unity game engine, which includes a game AI implemented using behavior trees and machine learning. Through the production process and the final implementation results, this paper compares the differences in design ideas and implementation process between using behavior trees and using machine learning to implement game AI, as well as the advantages and disadvantages of each. The purpose of this study is to promote machine learning in the field of game research and achieve higher operational efficiency. Relevant existing principles and guidelines inform the game design process. In addition, the game proposed in this paper can be used as future research to promote machine learning in games to achieve a more efficient, more straightforward design and better player experience. After the game implementation, a quantitative research method is used to measure the players’ immersion in the game and the players’ satisfaction with the designed game AI. The evaluation results showed that most respondents believed that the proposed agents performed well against both human players and inbuilt game agents.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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