Reinforcement Learning in First Person Shooter Games

被引:33
|
作者
McPartland, Michelle [1 ]
Gallagher, Marcus [1 ]
机构
[1] Univ Queensland, Sch Informat Technol & Elect Engn, Brisbane, Qld 4072, Australia
基金
澳大利亚研究理事会;
关键词
Artificial intelligence (AI); computer games; reinforcement learning (RL);
D O I
10.1109/TCIAIG.2010.2100395
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Reinforcement learning (RL) is a popular machine learning technique that has many successes in learning how to play classic style games. Applying RL to first person shooter (FPS) games is an interesting area of research as it has the potential to create diverse behaviors without the need to implicitly code them. This paper investigates the tabular Sarsa (lambda) RL algorithm applied to a purpose built FPS game. The first part of the research investigates using RL to learn bot controllers for the tasks of navigation, item collection, and combat individually. Results showed that the RL algorithm was able to learn a satisfactory strategy for navigation control, but not to the quality of the industry standard pathfinding algorithm. The combat controller performed well against a rule-based bot, indicating promising preliminary results for using RL in FPS games. The second part of the research used pretrained RL controllers and then combined them by a number of different methods to create a more generalized bot artificial intelligence (AI). The experimental results indicated that RL can be used in a generalized way to control a combination of tasks in FPS bots such as navigation, item collection, and combat.
引用
收藏
页码:43 / 56
页数:14
相关论文
共 50 条
  • [21] A MANET mobility model based on First-Person-Shooter games
    Tan, SA
    Lau, W
    Loh, A
    2005 Asia-Pacific Conference on Communications (APCC), Vols 1& 2, 2005, : 564 - 568
  • [22] Learning to win in a first-person shooter game
    Liaw, Chishyan
    Wang, Wei-Hua Andrew
    Lin, Chung-Chi
    Hsu, Yu-Liang
    SOFT COMPUTING, 2013, 17 (09) : 1733 - 1744
  • [23] Supporting First Person Shooter games in wireless local area networks
    Carrig, Brian
    Denieffe, David
    Murphy, John
    2007 IEEE 18TH INTERNATIONAL SYMPOSIUM ON PERSONAL, INDOOR AND MOBILE RADIO COMMUNICATIONS, VOLS 1-9, 2007, : 4153 - +
  • [24] The Influence of Implicit and Explicit Biofeedback in First-Person Shooter Games
    Kuikkaniemi, Kai
    Laitinen, Toni
    Turpeinen, Marko
    Saari, Timo
    Kosunen, Ilkka
    Ravaja, Niklas
    CHI2010: PROCEEDINGS OF THE 28TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, VOLS 1-4, 2010, : 859 - +
  • [25] Physiologic and emotional responses to first-person shooter video games
    Lang, A
    Schneider, E
    PSYCHOPHYSIOLOGY, 2001, 38 : S60 - S60
  • [26] Fully-Adaptive bots for First-Person Shooter Games
    Miles, Jonathan
    Smith, Tony C.
    3RD ANNUAL INTERNATIONAL CONFERENCE ON COMPUTER GAMES, MULTIMEDIA & ALLIED TECHNOLOGIES (CGAT 2010), 2010, : 319 - 324
  • [27] First-Person Shooter
    Fitzgerald, Adam
    AMERICAN SCHOLAR, 2015, 84 (01): : 51 - 51
  • [28] The effects of frame rate and resolution on users playing first person shooter games
    Claypool, M
    Claypool, K
    Damaa, F
    MULTIMEDIA COMPUTING AND NETWORKING 2006, 2006, 6071
  • [29] Reliable Transmission Over Covert Channels in First Person Shooter Multiplayer Games
    Zander, Sebastian
    Armitage, Grenville
    Branch, Philip
    2009 IEEE 34TH CONFERENCE ON LOCAL COMPUTER NETWORKS (LCN 2009), 2009, : 169 - 176
  • [30] Using Playability Evaluation Techniques in First Person Shooter Games for Virtual Reality
    Yan Fontao
    Conte, Tayana
    Saraiva, Juliana
    PROCEEDINGS OF THE 18TH BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTING SYSTEMS (IHC 2019), 2019,