2022
DOI: 10.1109/tg.2021.3049539
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Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement Learning

Abstract: Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to the best of our knowledge, current research has yet to produce a result that has surpassed human-level performance in modern complex fighting games. This is due to the inherent difficulties with real-time fighting games, including: vast action spaces, action dependencies, a… Show more

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Cited by 53 publications
(29 citation statements)
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“…This testing mechanism deployed a decision tree model to reveal metamorphic relations, which in turn effectively determine the optimal move among all possible ones. With a combination of RL and deep networks, AI agents in [164] were developed to address some inherent difficulties in realtime fighting games and to defeat pro players in one-vsone battle. In addition to creating different fighting styles through self-play curriculum, this deep RL framework was capable of all two-player competitive games which have level upgrade and balance policies.…”
Section: Gamingmentioning
confidence: 99%
“…This testing mechanism deployed a decision tree model to reveal metamorphic relations, which in turn effectively determine the optimal move among all possible ones. With a combination of RL and deep networks, AI agents in [164] were developed to address some inherent difficulties in realtime fighting games and to defeat pro players in one-vsone battle. In addition to creating different fighting styles through self-play curriculum, this deep RL framework was capable of all two-player competitive games which have level upgrade and balance policies.…”
Section: Gamingmentioning
confidence: 99%
“…Recently, game AI models based on reinforcement learning have been developed to clear games with minimum amounts of information required to control their progress. Oh et al used deep reinforcement learning to describe a 62% real-time fighting game AI model against five professional gamers [25]. Tang et al introduced a Gomoku AI model that combines MCTS and ADP to eliminate the "short-sighted" defect of the neural network evaluation function [26].…”
Section: Related Workmentioning
confidence: 99%
“…We can expect that more game genres will be added to this list in the nearest future. For example, a recent work by Oh et al [30] discusses the development of an AI system, able to defeat professional human players in a modern fighting game.…”
Section: Strong Game Ai and Fun Game Aimentioning
confidence: 99%