Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors
- URL: http://arxiv.org/abs/2501.00078v1
- Date: Mon, 30 Dec 2024 12:06:37 GMT
- Title: Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors
- Authors: Niels Justesen, Maria Kaselimi, Sam Snodgrass, Miruna Vozaru, Matthew Schlegel, Jonas Wingren, Gabriella A. B. Barros, Tobias Mahlmann, Shyam Sudhakaran, Wesley Kerr, Albert Wang, Christoffer Holmgård, Georgios N. Yannakakis, Sebastian Risi, Julian Togelius,
- Abstract summary: This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game.
Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently.
Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints.
- Score: 13.743654443419384
- License:
- Abstract: Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.
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) - Toward Human-AI Alignment in Large-Scale Multi-Player Games [24.784173202415687]
We analyze extensive human gameplay data from Xbox's Bleeding Edge (100K+ games)
We find that while human players exhibit variability in fight-flight and explore-exploit behavior, AI players tend towards uniformity.
These stark differences underscore the need for interpretable evaluation, design, and integration of AI in human-aligned applications.
arXiv Detail & Related papers (2024-02-05T22:55:33Z) - 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) - Cognitive Models as Simulators: The Case of Moral Decision-Making [9.024707986238392]
In this work, we substantiate the idea of $textitcognitive models as simulators$, which is to have AI systems interact with, and collect feedback from, cognitive models instead of humans.
Here, we leverage this idea in the context of moral decision-making, by having reinforcement learning agents learn about fairness through interacting with a cognitive model of the Ultimatum Game (UG)
Our work suggests that using cognitive models as simulators of humans is an effective approach for training AI systems, presenting an important way for computational cognitive science to make contributions to AI.
arXiv Detail & Related papers (2022-10-08T23:14:14Z) - Generative Personas That Behave and Experience Like Humans [3.611888922173257]
generative AI agents attempt to imitate particular playing behaviors represented as rules, rewards, or human demonstrations.
We extend the notion of behavioral procedural personas to cater for player experience, thus examining generative agents that can both behave and experience their game as humans would.
Our findings suggest that the generated agents exhibit distinctive play styles and experience responses of the human personas they were designed to imitate.
arXiv Detail & Related papers (2022-08-26T12:04:53Z) - A User-Centred Framework for Explainable Artificial Intelligence in
Human-Robot Interaction [70.11080854486953]
We propose a user-centred framework for XAI that focuses on its social-interactive aspect.
The framework aims to provide a structure for interactive XAI solutions thought for non-expert users.
arXiv Detail & Related papers (2021-09-27T09:56:23Z) - Evaluation of Human-AI Teams for Learned and Rule-Based Agents in Hanabi [0.0]
We evaluate teams of humans and AI agents in the cooperative card game emphHanabi with both rule-based and learning-based agents.
We find that humans have a clear preference toward a rule-based AI teammate over a state-of-the-art learning-based AI teammate.
arXiv Detail & Related papers (2021-07-15T22:19:15Z) - Teach me to play, gamer! Imitative learning in computer games via
linguistic description of complex phenomena and decision tree [55.41644538483948]
We present a new machine learning model by imitation based on the linguistic description of complex phenomena.
The method can be a good alternative to design and implement the behaviour of intelligent agents in video game development.
arXiv Detail & Related papers (2021-01-06T21:14:10Z) - Mastering Atari with Discrete World Models [61.7688353335468]
We introduce DreamerV2, a reinforcement learning agent that learns behaviors purely from predictions in the compact latent space of a powerful world model.
DreamerV2 constitutes the first agent that achieves human-level performance on the Atari benchmark of 55 tasks by learning behaviors inside a separately trained world model.
arXiv Detail & Related papers (2020-10-05T17:52:14Z) - Is the Most Accurate AI the Best Teammate? Optimizing AI for Teamwork [54.309495231017344]
We argue that AI systems should be trained in a human-centered manner, directly optimized for team performance.
We study this proposal for a specific type of human-AI teaming, where the human overseer chooses to either accept the AI recommendation or solve the task themselves.
Our experiments with linear and non-linear models on real-world, high-stakes datasets show that the most accuracy AI may not lead to highest team performance.
arXiv Detail & Related papers (2020-04-27T19:06:28Z) - Model-Based Reinforcement Learning for Atari [89.3039240303797]
We show how video prediction models can enable agents to solve Atari games with fewer interactions than model-free methods.
Our experiments evaluate SimPLe on a range of Atari games in low data regime of 100k interactions between the agent and the environment.
arXiv Detail & Related papers (2019-03-01T15:40:19Z)
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.