DocumentCode
3483233
Title
Applying hierarchical reinforcement learning to computer games
Author
Du Xiaoqin ; Qinghua, Li ; Jianjun, Han
Author_Institution
Coll. of Comput. Sci., Wuhan Univ. of Sci. & Eng., Wuhan, China
fYear
2009
fDate
5-7 Aug. 2009
Firstpage
929
Lastpage
932
Abstract
Hierarchical finite state machine (HFSM) has proven to be a powerful tool for controlling non-player characters (NPCs) in computer games due to its flexibility and modularity. For most implementations, however, it is often the case that the control details at all levels are hand-coded. As a result, the development process is often time intensive and error prone. In this paper, we explore the use of a hierarchical reinforcement learning approach, based on hierarchies of abstract machines (HAMs), to help overcome some of these limitations. We analyse in detail both HAMs and its use for designing HFSM, propose two HAMs-related machines, and make a preliminary experiment: applying HAMs to design NPCs´ behavior and implementing it in Quake2. The result shows that this method can satisfy the need for controlling NPC and has faster convergence speed than flat reinforcement learning.
Keywords
computer games; finite automata; finite state machines; learning (artificial intelligence); Quake2; abstract machines; computer games; hierarchical finite state machine; hierarchical reinforcement learning; nonplayer characters; Artificial intelligence; Automata; Automation; Computer science; Educational institutions; Job design; Logistics; Machine learning; Power engineering and energy; Power engineering computing; Game Design; Hierarchical Finite State Machine; Hierarchical Reinforcement Learning;
fLanguage
English
Publisher
ieee
Conference_Titel
Automation and Logistics, 2009. ICAL '09. IEEE International Conference on
Conference_Location
Shenyang
Print_ISBN
978-1-4244-4794-7
Electronic_ISBN
978-1-4244-4795-4
Type
conf
DOI
10.1109/ICAL.2009.5262787
Filename
5262787
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