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Reinforcement learning in commercial computer games.

机译:商业计算机游戏中的强化学习。

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The goal of this thesis is to explore the use of reinforcement learning (RL) in commercial computer games. Although RL has been applied with success to many types of board games and non-game simulated environments, there has been little work in applying RL to the most popular genres of games: first-person shooters, role-playing games, and real-time strategies. In this thesis we use a first-person shooter environment to create computer players, or bots, that learn to play the game using reinforcement learning techniques.;We have created three experimental bots: ChaserBot, ItemBot and HybridBot. The two first bots each focus on a different aspect of the first-person shooter genre, and learn using basic RL. ChaserBot learns to chase down and shoot an enemy player. ItemBot, on the other hand, learns how to pick up the items --- weapons, ammunition, armor --- that are available, scattered on the ground, for the players to improve their arsenal. Both of these bots become reasonably proficient at their assigned task. Our goal for the third bot, HybridBot, was to create a bot that both chases and shoots an enemy player and goes after the items in the environment. Unlike the two previous bots which only have primitive actions available (strafing right or left, moving forward or backward, etc), HybridBot uses options. At any state, it may choose either the player chasing option or the item gathering option. These options' internal policies are determined by the data learned by ChaserBot and ItemBot. HybridBot uses reinforcement learning to learn which option to pick at a given state.;Each bot learns to perform its given tasks. We compare the three bots' ability to gather items, and ChaserBot's and HybridBot's ability to chase their opponent. HybridBot's results are of particular interest as it outperforms ItemBot at picking up items by a large amount. However, none of our experiments yielded bots that are competitive with human players. We discuss the reasons for this and suggest improvements for future work that could lead to competitive reinforcement learning bots.
机译:本文的目的是探索强化学习(RL)在商业计算机游戏中的使用。尽管RL已成功应用于许多类型的棋盘游戏和非游戏模拟环境,但将RL应用于最受欢迎的游戏类型(第一人称射击游戏,角色扮演游戏和实时游戏)几乎没有任何工作。策略。在本文中,我们使用第一人称射击游戏环境来创建计算机玩家或机器人,以使用强化学习技术来学习玩游戏。我们创建了三个实验性机器人:ChaserBot,ItemBot和HybridBot。前两个机器人分别专注于第一人称射击游戏类型的不同方面,并使用基本的RL学习。 ChaserBot学会追击并射击敌方玩家。另一方面,ItemBot将学习如何捡拾散落在地上的物品-武器,弹药,装甲-以便玩家提高他们的武器库。这两个机器人都相当熟练地完成了分配的任务。我们第三个机器人HybridBot的目标是创建一个机器人,该机器人可以追击并射击敌方玩家,并可以追踪环境中的物品。与之前的两个机器人仅具有原始操作(向右或向左移动,向前或向后移动等)不同,HybridBot使用选项。在任何状态下,它都可以选择玩家追逐选项或项目收集选项。这些选项的内部策略由ChaserBot和ItemBot掌握的数据确定。 HybridBot使用强化学习来学习在给定状态下选择哪个选项。每个机器人都学会执行给定的任务。我们比较了三个机器人收集物品的能力,以及ChaserBot和HybridBot追赶对手的能力。 HybridBot的结果特别引人注目,因为它在拾取物品方面胜过ItemBot。但是,我们的实验都没有一个能与人类玩家竞争的机器人。我们讨论了造成这种情况的原因,并提出了对未来工作的改进建议,这些改进可能会导致竞争性强化学习机器人。

著录项

  • 作者

    Coggan, Melanie.;

  • 作者单位

    McGill University (Canada).;

  • 授予单位 McGill University (Canada).;
  • 学科 Computer Science.
  • 学位 M.Sc.
  • 年度 2008
  • 页码 56 p.
  • 总页数 56
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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