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Hierarchical controller learning in a First-Person Shooter

Niels van Hoorn, Julian Togelius, Jürgen Schmidhuber

发表年份
2009
引用次数
43

摘要

We describe the architecture of a hierarchical learning-based controller for bots in the First-Person Shooter (FPS) game <i xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Unreal Tournament 2004</i> . The controller is inspired by the subsumption architecture commonly used in behaviour-based robotics. A behaviour selector decides which of three sub-controllers gets to control the bot at each time step. Each controller is implemented as a recurrent neural network, and trained with artificial evolution to perform respectively combat, exploration and path following. The behaviour selector is trained with a multiobjective evolutionary algorithm to achieve an effective balancing of the lower-level behaviours. We argue that FPS games provide good environments for studying the learning of complex behaviours, and that the methods proposed here can help developing interesting opponents for games.

关键词

Computer scienceArtificial intelligenceController (irrigation)ArchitectureRoboticsTournamentPath (computing)Artificial neural networkControl (management)Robot

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