Training Interactive Agent in Large FPS Game Map with Rule-enhanced Reinforcement Learning
Zhang, Chen, Hu, Huan, Zhou, Yuan, Cao, Qiyang, Liu, Ruochen, Wei, Wenya, Liu, Elvis S.
–arXiv.org Artificial Intelligence
--In the realm of competitive gaming, 3D first-person shooter (FPS) games have gained immense popularity, prompting the development of game AI systems to enhance gameplay. However, deploying game AI in practical scenarios still poses challenges, particularly in large-scale and complex FPS games. In this paper, we focus on the practical deployment of game AI in the online multiplayer competitive 3D FPS game called Arena Breakout, developed by T encent Games. We propose a novel gaming AI system named Private Military Company Agent (PMCA), which is interactable within a large game map and engages in combat with players while utilizing tactical advantages provided by the surrounding terrain. T o 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). The integration of Navmesh enhances the agent's global navigation capabilities while shooting behavior is controlled using rule-based methods to ensure controllability. NSRL employs a DRL model to predict when to enable the navigation mesh, resulting in a diverse range of behaviors for the game AI. Customized rewards for human-like behaviors are also employed to align PMCA's behavior with that of human players. I NTRODUCTION First-person shooter (FPS) games in 3D have gained immense popularity in the competitive gaming realm. As these games have evolved from early titles like Maze War and Half-Life to more recent ones such as Apex Legends, CS: GO, and V alorant, there has been a growing interest in developing intelligent AI systems for FPS games.
arXiv.org Artificial Intelligence
Oct-7-2024
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- Research Report (0.64)
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- Leisure & Entertainment > Games > Computer Games (1.00)
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