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MimicA: A General Framework for Self-Learning Companion AI Behavior

机译:米米卡:自学伴侣AI行为的一般框架

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We explore fully autonomous companion characters within the context of Real Time Strategy games. Non-player Characters that are controlled by Artificial Intelligence to some degree, have been a feature of Role Playing games for decades. But RTS games rarely have a player avatar, and thus no real companions. The universe of RTS games where both an avatar and a companion character exist is small. Most friendly RTS units are semi-autonomous at best, requiring player micromanagement of their behavior. We present MimicA, a real-time framework to govern AI companion behavior by modeling that of the current player. Built for the Unity engine, MimicA is a learn-by-demonstration framework that differs from existing practices in that the behavior is fully autonomous, does not rely on previous modeling exercises and is designed to be generalized and extensible. We analyze and discuss MimicA through a thirty-person user study with our own demonstration game, Lord of Towers. We find that 22 out of 30 participants (73%) indicate they enjoyed the game, and this self-reported enjoyment was on par with "traditional tower defense games". 63% agree that MimicA controlled NPCs are doing what the player would do while 20% disagree. Similarly, 53% realize the NPCs are learning from the player while 20% do not. We also show that NPC with underlying Decision Tree and Naive Bayes algorithms are better than KNN in making the player realize the learning nature of the NPC.
机译:我们在实时战略游戏的背景下探索完全自治伴侣。由人工智能控制到某种程度的非球员人物,是几十年来玩游戏的角色。但RTS游戏很少有球员头像,因此没有真正的同伴。 RTS游戏的宇宙存在,其中一个人和伴侣角色都很小。最友好的RTS单位充其量是半自动的,需要玩家微距离他们的行为。我们通过建模当前播放器来展示Mimica,一个实时框架来管理AI伴侣行为。为Unity引擎构建,Mimica是一个学习的示范框架,与现有实践不同,即行为完全自主,不依赖于之前的建模练习,并且旨在是概括和可扩展的。我们通过三十人用户学习与我们自己的示范游戏,塔之王分析和讨论MIMICA。我们发现30名参与者中的22名(73%)表示他们享受了比赛,而这种自我报告的享受与“传统塔防守游戏”相当。 63%的人同意,Mimica受控NPC正在做玩家会做的,而在20%不同意的时候。同样,53%意识到NPC正在从玩家学习,而20%则没有。我们还表明,具有底层决策树和幼稚贝叶斯算法的NPC优于KNN,使玩家实现NPC的学习性质。

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