Reinforcement Learning as an Approach to Train Multiplayer First-Person Shooter Game Agents
Autor(a) principal: | |
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Data de Publicação: | 2024 |
Outros Autores: | , |
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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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 |
format |
article |
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 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
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 instacron:RCAAP |
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FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia |
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RCAAP |
institution |
RCAAP |
reponame_str |
Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
collection |
Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
repository.name.fl_str_mv |
Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia |
repository.mail.fl_str_mv |
info@rcaap.pt |
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