Background. Game developers are continuously searching for new ways of populating their vast game worlds with competent and engaging Non-Player Characters (NPCs), and researchers believe Deep Reinforcement Learning (DRL) might be the solution for emergent behavior. Consequently, fusing NPCs with DRL practices has surged in recent years, however, proposed solutions rarely outperform traditional script-based NPCs. Objectives. This thesis explores a novel method of developing an adversarial DRL NPC by combining Reinforcement Learning (RL) algorithms. Our goal is to produce an agent that surpasses its script-based opponents by first mimicking their actions. Methods. The experiment commences with Imitation Learning (IL) before proceeding with supplementary DRL training where the agent is expected to improve its strategies. Lastly, we make all agents participate in 100-deathmatch tournaments to statistically evaluate and differentiate their deathmatch performances. Results. Statistical tests reveal that the agents reliably differ from one another and that our learning agent performed poorly in comparison to its script-based opponents. Conclusions. Based on our computed statistics, we can conclude that our solution was unsuccessful in developing a talented hostile DRL agent as it was unable to convey any form of proficiency in deathmatches. No further improvements could be applied to our ML agent due to the time constraints. However, we believe our outcome can be used as a stepping-stone for future experiments within this branch of research.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:bth-23853 |
Date | January 2022 |
Creators | Jlali, Yousra Ramdhana |
Publisher | Blekinge Tekniska Högskola, Institutionen för datavetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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