New And Surprising Ways to Be Mean. Adversarial NPCs with Coupled Empowerment Minimisation
Guckelsberger, Christian, Salge, Christoph, Togelius, Julian
–arXiv.org Artificial Intelligence
Abstract-- Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that rely heavily on procedural content generation. We have previously addressed this challenge by means of empowerment, a model of intrinsic motivation, and demonstrated how a coupled empowerment maximisation (CEM) policy can yield generic, companion-like behaviour . In this paper, we extend the CEM framework with a minimisation policy to give rise to adversarial behaviour . We conduct a qualitative, exploratory study in a dungeon-crawler game, demonstrating that CEM can exploit the affordances of different content facets in adaptive adversarial behaviour without modifications to the policy. Changes to the level design, underlying mechanics and our character's actions do not threaten our NPC's robustness, but yield new and surprising ways to be mean. Non-Player Characters (NPCs) in video games serve many purposes: they can be quest givers, conversation partners, leaders, sidekicks or other kinds of collaborators [1]. But in many cases they are adversaries . Adversarial NPCs also come in many forms, their behaviour varying according to the game genre, the design affordances, and the underlying algorithms. Treanor et al. [2] make the fundamental distinction between AI as Adversary and AI as Villain. Adversaries are designed to defeat the player without resorting to cheating, e.g. an AI for Chess or Go. The objective of an NPC villain in contrast is not to defeat the player but to create an interesting challenge which can be overcome eventually. We refer to both types simply as adversaries.
arXiv.org Artificial Intelligence
Jun-4-2018
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- Europe
- Sweden > Stockholm
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- United Kingdom > England
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- Research Report (0.64)
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- Leisure & Entertainment > Games > Computer Games (1.00)
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