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Hierarchical Controller Learning in a First-Person Shooter

机译:在第一人称射击游戏中学习的分层控制器

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We describe the architecture of a hierarchical learning-based controller for bots in the First-Person Shooter (FPS) game Unreal Tournament 2004. The controller is inspired by the subsumption architecture commonly used in behaviour-based robotics. A behaviour selector decides which of three sub-controllers gets to control the bot at each time step. Each controller is implemented as a recurrent neural network, and trained with artificial evolution to perform respectively combat, exploration and path following. The behaviour selector is trained with a multiobjective evolutionary algorithm to achieve an effective balancing of the lower-level behaviours. We argue that FPS games provide good environments for studying the learning of complex behaviours, and that the methods proposed here can help developing interesting opponents for games.
机译:我们描述了在第一人称射击(FPS)游戏虚幻竞技比赛中的机器人的基于分层基于学习的控制器的体系结构。控制器受到基于行为的机器人常用的集中架构的启发。行为选择器决定在每个时间步骤控制三个子控制器中的哪一个。每个控制器都被实现为经常性神经网络,并用人工演进训练,以分别进行战斗,探索和路径。行为选择器培训具有多目标进化算法,以实现较低级别的行为的有效平衡。我们认为FPS游戏为研究复杂行为的学习提供了良好的环境,并且在此提出的方法可以帮助开发对游戏的有趣对手。

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