2011
DOI: 10.1609/aiide.v7i1.12430
|View full text |Cite
|
Sign up to set email alerts
|

Learning Policies for First Person Shooter Games Using Inverse Reinforcement Learning

Abstract: The creation of effective autonomous agents (bots) for combat scenarios has long been a goal of the gaming industry. However, a secondary consideration is whether the autonomous bots behave like human players; this is especially important for simulation/training applications which aim to instruct participants in real-world tasks. Bots often compensate for a lack of combat acumen with advantages such as accurate targeting, predefined navigational networks, and perfect world knowledge, which makes them challengi… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
6
0

Year Published

2012
2012
2024
2024

Publication Types

Select...
7
2
1

Relationship

0
10

Authors

Journals

citations
Cited by 23 publications
(6 citation statements)
references
References 6 publications
0
6
0
Order By: Relevance
“…This algorithm class allows for the generation of reward functions based on observed player traces. An example of this approach can be seen in the work by Tastan et al (Tastan and Sukthankar 2011). These authors propose an agent that generates policies for the competitive game Unreal Tournament.…”
Section: Player Clusteringmentioning
confidence: 99%
“…This algorithm class allows for the generation of reward functions based on observed player traces. An example of this approach can be seen in the work by Tastan et al (Tastan and Sukthankar 2011). These authors propose an agent that generates policies for the competitive game Unreal Tournament.…”
Section: Player Clusteringmentioning
confidence: 99%
“…In general, the problem of constructing a human model is challenging, particularly for domains where human strategies are unpredictable. One possible option would be to learn a model from observed human data, either online (Barrett, Stone, and Kraus 2011) or offline (Tastan and Sukthankar 2012;Orkin 2008;Broz, Nourbakhsh, and Simmons 2011). Alternatively a human could be modeled as a noisy optimal solver for an MDP or POMDP formulation of the game, assuming such policies could could be tractably found or approximated.…”
Section: Human Modelsmentioning
confidence: 99%
“…If we have a set of observational data from humans playing the game, we can use machine learning to infer a policy and use it as a human model. This modeling approach has been demonstrated by researchers for a variety of machine learning techniques including decision trees (Barrett, Stone, and Kraus 2011) and reinforcement learning (Tastan and Sukthankar 2012). We will call this general approach the machine learning model.…”
Section: Human Modelsmentioning
confidence: 99%