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Learning to intercept opponents in first person shooter games

机译:在第一人称射击游戏中学习拦截对手

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One important aspect of creating game bots is adversarial motion planning: identifying how to move to counter possible actions made by the adversary. In this paper, we examine the problem of opponent interception, in which the goal of the bot is to reliably apprehend the opponent. We present an algorithm for motion planning that couples planning and prediction to intercept an enemy on a partially-occluded Unreal Tournament map. Human players can exhibit considerable variability in their movement preferences and do not uniformly prefer the same routes. To model this variability, we use inverse reinforcement learning to learn a player-specific motion model from sets of example traces. Opponent motion prediction is performed using a particle filter to track candidate hypotheses of the opponent's location over multiple time horizons. Our results indicate that the learned motion model has a higher tracking accuracy and yields better interception outcomes than other motion models and prediction methods.
机译:创建游戏机器人的一个重要方面是对抗运动计划:确定如何采取行动来对抗对手可能采取的行动。在本文中,我们研究了对手拦截的问题,其中机器人的目标是可靠地逮捕对手。我们提出了一种运动计划算法,该算法将计划和预测结合起来,以在部分遮挡的虚幻竞技场地图上拦截敌人。人类玩家的动作偏好可能会表现出很大的差异性,并且不会一致地偏爱相同的路线。为了对这种可变性进行建模,我们使用逆向强化学习从示例轨迹集中学习玩家特定的运动模型。使用粒子滤波器执行对手运动预测,以跟踪多个时间范围内对手位置的候选假设。我们的结果表明,与其他运动模型和预测方法相比,学习的运动模型具有更高的跟踪精度,并产生更好的拦截结果。

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