Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement Learning
Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to the best of our knowledge, current research has yet to produce a result that has surpassed human-level performance in modern complex fighting games. This is due to the inherent difficulties with real-time fighting games, including: vast action spaces, action dependencies, and imperfect information. We overcame these challenges and made 1v1 battle AI agents for the commercial game "Blade & Soul". The trained agents competed against five professional gamers and achieved a win rate of 62%. This paper presents a practical reinforcement learning method that includes a novel self-play curriculum and data skipping techniques. Through the curriculum, three different styles of agents were created by reward shaping and were trained against each other. Additionally, this paper suggests data skipping techniques that could increase data efficiency and facilitate explorations in vast spaces. Since our method can be generally applied to all two-player competitive games with vast action spaces, we anticipate its application to game development including level design and automated balancing.
Code (0)
등록된 구현이 없습니다.
Tasks
Board GamesDeep Reinforcement Learningreinforcement-learningReinforcement LearningReinforcement Learning (RL)Similar Papers 제목 키워드 기반
Fighting Game Commentator with Pitch and Loudness Adjustment Utilizing Highlight Cues
This paper presents a commentator for providing real-time game commentary in a fighting game. The commentary takes into account highlight cues, obtained by analyzing scenes during gameplay, as input to adjust the pitch a…
text-to-speechText to SpeechDiversity-based Deep Reinforcement Learning Towards Multidimensional Difficulty for Fighting Game AI
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strat…
Deep Reinforcement LearningDiversityreinforcement-learningReinforcement Learning (RL)Introduction to Behavior Algorithms for Fighting Games
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this pape…
Text-based Adventures of the Golovin AI Agent
The domain of text-based adventure games has been recently established as a new challenge of creating the agent that is both able to understand natural language, and acts intelligently in text-described environments. I…
AI AgentImproving Data Transfer Efficiency for AIs in the DareFightingICE using gRPC
This paper presents a new communication interface for the DareFightingICE platform, a Java-based fighting game focused on implementing AI for controlling a non-player character. The interface uses an open-source remote p…