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arXiv 2104.08641cs.AI
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为策略游戏生成多样化和竞争性的游戏风格

Generating Diverse and Competitive Play-Styles for Strategy Games

Queen Mary University of London(伦敦玛丽女王大学);Maastricht University(马斯特里赫特大学)

Diego Perez-Liebana, Cristina Guerrero-Romero, Alexander Dockhorn, Linjie Xu, Jorge Hurtado, Dominik Jeurissen

摘要:

设计能够实现不同游戏风格的智能体,同时保持游戏的竞争水平是一项艰巨的任务,特别是对于研究界尚未发现超人性能的游戏,如战略游戏。这些要求人工智能处理大的行动空间,长期规划和部分可观察性,以及其他众所周知的因素,这些因素使决策成为一个难题。最重要的是,使用通用算法实现不同的游戏风格而不降低游戏强度并不是微不足道的。在本文中,我们提出了投资组合蒙特卡罗树搜索与渐进式Unpruning玩回合制策略游戏(部落),并展示了它如何可以参数化的质量多样性算法(MAP精英)是用来实现不同的游戏风格,同时保持竞争力的发挥水平。我们的研究结果表明,该算法是能够实现这些目标,即使是一个广泛的收集游戏水平超出了那些用于培训。

英文摘要:

Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games. These require the AI to deal with large action spaces, long-term planning and partial observability, among other well-known factors that make decision-making a hard problem. On top of this, achieving distinct play-styles using a general algorithm without reducing playing strength is not trivial. In this paper, we propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes) and show how it can be parameterized so a quality-diversity algorithm (MAP-Elites) is used to achieve different play-styles while keeping a competitive level of play. Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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