2018 IEEE Conference on Computational Intelligence and Games (CIG) 2018
DOI: 10.1109/cig.2018.8490405
|View full text |Cite
|
Sign up to set email alerts
|

Skilled Experience Catalogue: A Skill-Balancing Mechanism for Non-Player Characters using Reinforcement Learning

Abstract: In this paper, we introduce a skill-balancing mechanism for adversarial non-player characters (NPCs), called Skilled Experience Catalogue (SEC). The objective of this mechanism is to approximately match the skill level of an NPC to an opponent in real-time. We test the technique in the context of a First-Person Shooter (FPS) game. Specifically, the technique adjusts a reinforcement learning NPC's proficiency with a weapon based on its current performance against an opponent. Firstly, a catalogue of experience,… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
5
0

Year Published

2019
2019
2023
2023

Publication Types

Select...
4
3

Relationship

0
7

Authors

Journals

citations
Cited by 10 publications
(5 citation statements)
references
References 11 publications
0
5
0
Order By: Relevance
“…The game development community recognizes game balancing as a key characteristic of a successful game ( Rouse, 2000 ). One approach for difficulty adjustment is that the player selects a few static difficulty levels (for example, easy, medium, and hard) before the game starts ( Anagnostou & Maragoudakis, 2012 ; Andrade et al, 2006 ; Glavin & Madden, 2018 ; Sutoyo et al, 2015 ). The selected difficulty has a direct and usually static effect on the skill of non-player characters (AIs).…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…The game development community recognizes game balancing as a key characteristic of a successful game ( Rouse, 2000 ). One approach for difficulty adjustment is that the player selects a few static difficulty levels (for example, easy, medium, and hard) before the game starts ( Anagnostou & Maragoudakis, 2012 ; Andrade et al, 2006 ; Glavin & Madden, 2018 ; Sutoyo et al, 2015 ). The selected difficulty has a direct and usually static effect on the skill of non-player characters (AIs).…”
Section: Related Workmentioning
confidence: 99%
“…DDA is the process of dynamically adjusting the level of difficulty involving an AI’s skill according to the player’s ability in real time in a computer game. The goal of DDA is to ensure that the game remains challenging and can cater to many different players with varying abilities ( Glavin & Madden, 2018 ). Many researchers have already proposed many DDA methods.…”
Section: Related Workmentioning
confidence: 99%
“…The game development community recognizes game balancing as a key characteristic for a successful game (Rouse, 2000). One approach for difficulty adjustment is that the player selects a few static difficulty levels (for example, easy, medium, and hard) before the game starts (Anagnostou and Maragoudakis, 2012;Andrade et al, 2006;Glavin and Madden, 2018;Sutoyo et al, 2015). The selected difficulty has a direct and usually static effect on the skill of the non-player characters (AIs).…”
Section: Related Workmentioning
confidence: 99%
“…DDA is the process of dynamically adjusting the level of difficulty containing AI's skill according to the player's ability in real-time in a computer game. The goal of DDA is to ensure that the game remains challenging and can cater to many different players of varying ability (Glavin and Madden, 2018).…”
Section: Related Workmentioning
confidence: 99%
“…The balance of the card game, Top Trumps, is optimised using both single-objective [7] and multi-objective optimisation [8], although the cards in Top Trumps are not orthogonally differentiated. Reinforcement learning (RL) techniques have been used for dynamic difficulty adjustment of single player games [9], [10], but RL has not yet been adopted as a tool to balance multiplayer games. Other approaches to automated game analysis include [11] which measures the interestingness of games as a function of several aspects such as game length, drawing quota and variability.…”
Section: Introductionmentioning
confidence: 99%