2015
DOI: 10.1109/tciaig.2014.2363042
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Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning

Abstract: In current state-of-the-art commercial first person shooter games, computer controlled bots, also known as nonplayer characters, can often be easily distinguishable from those controlled by humans. Tell-tale signs such as failed navigation, "sixth sense" knowledge of human players' whereabouts and deterministic, scripted behaviours are some of the causes of this. We propose, however, that one of the biggest indicators of non-humanlike behaviour in these games can be found in the weapon shooting capability of t… Show more

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Cited by 26 publications
(10 citation statements)
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“…FPS games, especially the most popular ones such as Unreal Tournament [12], [13], Counter-Strike [15] or Quake III Arena [8], have already been used in AI research. However, in these studies agents acted upon high-level information like positions of walls, enemies, locations of items, etc., which are usually inaccessible to human players.…”
Section: Introductionmentioning
confidence: 99%
“…FPS games, especially the most popular ones such as Unreal Tournament [12], [13], Counter-Strike [15] or Quake III Arena [8], have already been used in AI research. However, in these studies agents acted upon high-level information like positions of walls, enemies, locations of items, etc., which are usually inaccessible to human players.…”
Section: Introductionmentioning
confidence: 99%
“…Game Playing: Researchers applied RL and MCTS to numerous games, and there are plentiful studies on these topics. For example, Sarsa(λ) is used as a game playing agent in Ms. Pac Man [16] and to create a human-like agent in Unreal Tournament [12]. Although the aim of these papers was to create better agents in game playing, our purpose is to create an agent that tests the game by playing with respect to test goals.…”
Section: Related Researchmentioning
confidence: 99%
“…Our application of SEC is concerned with balancing the Assault Rifle skill of a Deathmatch NPC playing against a single opponent. The NPC is initially trained using the shooter bot implementation from Glavin and Madden [18] [19].…”
Section: Skilled Experience Cataloguementioning
confidence: 99%