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Mastering Fighting Game Using Deep Reinforcement Learning With Self-play

机译:通过深度强化学习和自玩游戏掌握格斗游戏

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One-on-one fighting game has played a role as a bridge between board game and real-time simulation game in terms of research on game AI because it needs middle-level computation power with medium-size complexity. In this paper, we propose a method to create fighting game AI agent using deep reinforcement learning with self-play and Monte Carlo Tree Search (MCTS). We also analyze various reinforcement learning configuration such as changes on state vector, reward shaping, and opponent compositions with novel performance metric. Agent trained by the proposed method was evaluated against other AIs. The evaluation result shows that mixing MCTS and self-play in a 1:3 ratio makes it possible to overwhelm other AIs in the game with 94.4% win rate. The fully-trained agent understands the game mechanism so that it waits until being close to enemy and performs actions at the optimal timing.
机译:就游戏AI的研究而言,一对一格斗游戏在棋盘游戏和实时模拟游戏之间起着桥梁的作用,因为它需要中等规模的计算能力和中等规模的复杂性。在本文中,我们提出了一种通过自学和蒙特卡洛树搜索(MCTS)进行深度强化学习来创建格斗游戏AI代理的方法。我们还分析了各种强化学习配置,例如状态向量的变化,奖励塑造和具有新颖性能指标的对手组成。通过提议的方法训练的Agent已针对其他AI进行了评估。评估结果表明,以1:3的比例混合MCTS和自玩游戏可以以94.4%的胜率压倒游戏中的其他AI。训练有素的特工了解游戏机制,因此它会等到靠近敌人并在最佳时机执行操作。

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