Reinforcement Learning Agents for Ubisoft's Roller Champions
- URL: http://arxiv.org/abs/2012.06031v1
- Date: Thu, 10 Dec 2020 23:53:15 GMT
- Title: Reinforcement Learning Agents for Ubisoft's Roller Champions
- Authors: Nancy Iskander, Aurelien Simoni, Eloi Alonso, Maxim Peter
- Abstract summary: We present our RL system for Ubisoft's Roller Champions, a 3v3 Competitive Multiplayer Sports Game played on an oval-shaped skating arena.
Our system is designed to keep up with agile, fast-paced development, taking 1--4 days to train a new model following gameplay changes.
We observe that the AIs develop sophisticated co-ordinated strategies, and can aid in balancing the game as an added bonus.
- Score: 0.26249027950824505
- License: http://creativecommons.org/licenses/by-sa/4.0/
- Abstract: In recent years, Reinforcement Learning (RL) has seen increasing popularity
in research and popular culture. However, skepticism still surrounds the
practicality of RL in modern video game development. In this paper, we
demonstrate by example that RL can be a great tool for Artificial Intelligence
(AI) design in modern, non-trivial video games. We present our RL system for
Ubisoft's Roller Champions, a 3v3 Competitive Multiplayer Sports Game played on
an oval-shaped skating arena. Our system is designed to keep up with agile,
fast-paced development, taking 1--4 days to train a new model following
gameplay changes. The AIs are adapted for various game modes, including a 2v2
mode, a Training with Bots mode, in addition to the Classic game mode where
they replace players who have disconnected. We observe that the AIs develop
sophisticated co-ordinated strategies, and can aid in balancing the game as an
added bonus. Please see the accompanying video at https://vimeo.com/466780171
(password: rollerRWRL2020) for examples.
Related papers
- Training Interactive Agent in Large FPS Game Map with Rule-enhanced Reinforcement Learning [10.637376058491224]
We focus on the practical deployment of game AI in the online multiplayer competitive 3D FPS game called Arena Breakout, developed by Tencent Games.
We propose a novel gaming AI system named Private Military Company Agent (PMCA), which is interactable within a large game map.
To address the challenges of navigation and combat in modern 3D FPS games, we introduce a method that combines navigation mesh (Navmesh) and shooting-rule with deep reinforcement learning (NSRL)
arXiv Detail & Related papers (2024-10-07T11:27:45Z) - Reinforcement Learning for High-Level Strategic Control in Tower Defense Games [47.618236610219554]
In strategy games, one of the most important aspects of game design is maintaining a sense of challenge for players.
We propose an automated approach that combines traditional scripted methods with reinforcement learning.
Results show that combining a learned approach, such as reinforcement learning, with a scripted AI produces a higher-performing and more robust agent than using only AI.
arXiv Detail & Related papers (2024-06-12T08:06:31Z) - DanZero+: Dominating the GuanDan Game through Reinforcement Learning [95.90682269990705]
We develop an AI program for an exceptionally complex and popular card game called GuanDan.
We first put forward an AI program named DanZero for this game.
In order to further enhance the AI's capabilities, we apply policy-based reinforcement learning algorithm to GuanDan.
arXiv Detail & Related papers (2023-12-05T08:07:32Z) - Automated Play-Testing Through RL Based Human-Like Play-Styles
Generation [0.0]
Reinforcement Learning is a promising answer to the need of automating video game testing.
We present CARMI: a.
Agent with Relative Metrics as Input.
An agent able to emulate the players play-styles, even on previously unseen levels.
arXiv Detail & Related papers (2022-11-29T14:17:20Z) - Configurable Agent With Reward As Input: A Play-Style Continuum
Generation [0.0]
We present a video game environment which lets us define multiple play-styles.
We then introduce CARI: a Reinforcement Learning agent able to simulate a wide range of play-styles.
arXiv Detail & Related papers (2022-11-29T13:59:25Z) - DanZero: Mastering GuanDan Game with Reinforcement Learning [121.93690719186412]
Card game AI has always been a hot topic in the research of artificial intelligence.
In this paper, we are devoted to developing an AI program for a more complex card game, GuanDan.
We propose the first AI program DanZero for GuanDan using reinforcement learning technique.
arXiv Detail & Related papers (2022-10-31T06:29:08Z) - Mastering the Game of No-Press Diplomacy via Human-Regularized
Reinforcement Learning and Planning [95.78031053296513]
No-press Diplomacy is a complex strategy game involving both cooperation and competition.
We introduce a planning algorithm we call DiL-piKL that regularizes a reward-maximizing policy toward a human imitation-learned policy.
We show that DiL-piKL can be extended into a self-play reinforcement learning algorithm we call RL-DiL-piKL.
arXiv Detail & Related papers (2022-10-11T14:47:35Z) - DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games [137.86426963572214]
We introduce DeepCrawl, a fully-playable Roguelike prototype for iOS and Android in which all agents are controlled by policy networks trained using Deep Reinforcement Learning (DRL)
Our aim is to understand whether recent advances in DRL can be used to develop convincing behavioral models for non-player characters in videogames.
arXiv Detail & Related papers (2020-12-03T13:53:29Z) - Towards Playing Full MOBA Games with Deep Reinforcement Learning [34.153341961273554]
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems.
We propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning.
arXiv Detail & Related papers (2020-11-25T12:52:33Z) - Enhanced Rolling Horizon Evolution Algorithm with Opponent Model
Learning: Results for the Fighting Game AI Competition [9.75720700239984]
We propose a novel algorithm that combines Rolling Horizon Evolution Algorithm (RHEA) with opponent model learning.
Our proposed bot with the policy-gradient-based opponent model is the only one without using Monte-Carlo Tree Search (MCTS) among top five bots in the 2019 competition.
arXiv Detail & Related papers (2020-03-31T04:44:33Z) - Suphx: Mastering Mahjong with Deep Reinforcement Learning [114.68233321904623]
We design an AI for Mahjong, named Suphx, based on deep reinforcement learning with some newly introduced techniques.
Suphx has demonstrated stronger performance than most top human players in terms of stable rank.
This is the first time that a computer program outperforms most top human players in Mahjong.
arXiv Detail & Related papers (2020-03-30T16:18:16Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.