Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents

Detalhes bibliográficos
Autor(a) principal: Almeida, Pedro
Data de Publicação: 2024
Outros Autores: Carvalho, Vítor, Simões, Alberto
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Texto Completo: http://hdl.handle.net/11110/3062
https://doi.org/10.3390/ technologies12030034
Resumo: Artificial Intelligence bots are extensively used in multiplayer First-Person Shooter (FPS) games. By using Machine Learning techniques, we can improve their performance and bring them to human skill levels. In this work, we focused on comparing and combining two Reinforcement Learning training architectures, Curriculum Learning and Behaviour Cloning, applied to an FPS developed in the Unity Engine. We have created four teams of three agents each: one team for Curriculum Learning, one for Behaviour Cloning, and another two for two different methods of combining Curriculum Learning and Behaviour Cloning. After completing the training, each agent was matched to battle against another agent of a different team until each pairing had five wins or ten time-outs. In the end, results showed that the agents trained with Curriculum Learning achieved better performance than the ones trained with Behaviour Cloning by a matter of 23.67% more average victories in one case. In terms of the combination attempts, not only did the agents trained with both devised methods had problems during training, but they also achieved insufficient results in the battle, with an average of 0 wins.
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spelling Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agentsreinforcement learningunityfirst-person shooter gamescurriculum learningbehaviour cloningArtificial Intelligence bots are extensively used in multiplayer First-Person Shooter (FPS) games. By using Machine Learning techniques, we can improve their performance and bring them to human skill levels. In this work, we focused on comparing and combining two Reinforcement Learning training architectures, Curriculum Learning and Behaviour Cloning, applied to an FPS developed in the Unity Engine. We have created four teams of three agents each: one team for Curriculum Learning, one for Behaviour Cloning, and another two for two different methods of combining Curriculum Learning and Behaviour Cloning. After completing the training, each agent was matched to battle against another agent of a different team until each pairing had five wins or ten time-outs. In the end, results showed that the agents trained with Curriculum Learning achieved better performance than the ones trained with Behaviour Cloning by a matter of 23.67% more average victories in one case. In terms of the combination attempts, not only did the agents trained with both devised methods had problems during training, but they also achieved insufficient results in the battle, with an average of 0 wins.Technologies2024-11-22T19:55:20Z2024-11-222024-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://hdl.handle.net/11110/3062https://doi.org/10.3390/ technologies12030034http://hdl.handle.net/11110/3062engAlmeida, PedroCarvalho, VítorSimões, Albertoinfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-11-28T05:08:05Zoai:ciencipca.ipca.pt:11110/3062Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T19:16:04.379672Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
title Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
spellingShingle Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
Almeida, Pedro
reinforcement learning
unity
first-person shooter games
curriculum learning
behaviour cloning
title_short Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
title_full Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
title_fullStr Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
title_full_unstemmed Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
title_sort Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
author Almeida, Pedro
author_facet Almeida, Pedro
Carvalho, Vítor
Simões, Alberto
author_role author
author2 Carvalho, Vítor
Simões, Alberto
author2_role author
author
dc.contributor.author.fl_str_mv Almeida, Pedro
Carvalho, Vítor
Simões, Alberto
dc.subject.por.fl_str_mv reinforcement learning
unity
first-person shooter games
curriculum learning
behaviour cloning
topic reinforcement learning
unity
first-person shooter games
curriculum learning
behaviour cloning
description Artificial Intelligence bots are extensively used in multiplayer First-Person Shooter (FPS) games. By using Machine Learning techniques, we can improve their performance and bring them to human skill levels. In this work, we focused on comparing and combining two Reinforcement Learning training architectures, Curriculum Learning and Behaviour Cloning, applied to an FPS developed in the Unity Engine. We have created four teams of three agents each: one team for Curriculum Learning, one for Behaviour Cloning, and another two for two different methods of combining Curriculum Learning and Behaviour Cloning. After completing the training, each agent was matched to battle against another agent of a different team until each pairing had five wins or ten time-outs. In the end, results showed that the agents trained with Curriculum Learning achieved better performance than the ones trained with Behaviour Cloning by a matter of 23.67% more average victories in one case. In terms of the combination attempts, not only did the agents trained with both devised methods had problems during training, but they also achieved insufficient results in the battle, with an average of 0 wins.
publishDate 2024
dc.date.none.fl_str_mv 2024-11-22T19:55:20Z
2024-11-22
2024-01-01T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/11110/3062
https://doi.org/10.3390/ technologies12030034
http://hdl.handle.net/11110/3062
url http://hdl.handle.net/11110/3062
https://doi.org/10.3390/ technologies12030034
dc.language.iso.fl_str_mv eng
language eng
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eu_rights_str_mv openAccess
dc.publisher.none.fl_str_mv Technologies
publisher.none.fl_str_mv Technologies
dc.source.none.fl_str_mv reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
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reponame_str Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
collection Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
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