deepcrawl
Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games
Sestini, Alessandro, Kuhnle, Alexander, Bagdanov, Andrew D.
Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network architectures which, when combined with a \emph{procedural loot generation} system, are able to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions. The first is based on a dense embedding of the categorical input space that abstracts the discrete observation model and renders trained agents more able to generalize. The second proposed architecture is more general and is based on a Transformer network able to reason relationally about input and input attributes. Our experimental evaluation demonstrates that new agents have better adaptation capacity with respect to a baseline architecture, making this framework more robust to dynamic gameplay changes during development. Based on the results shown in this paper, we believe that these solutions represent a step forward towards making DRL more accessible to the gaming industry.
DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games
Sestini, Alessandro, Kuhnle, Alexander, Bagdanov, Andrew D.
In this paper 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. We begin with an analysis of requirements that such an AI system should satisfy in order to be practically applicable in video game development, and identify the elements of the DRL model used in the DeepCrawl prototype. The successes and limitations of DeepCrawl are documented through a series of playability tests performed on the final game. We believe that the techniques we propose offer insight into innovative new avenues for the development of behaviors for non-player characters in video games, as they offer the potential to overcome critical issues with
How to Generate Text from Images with Python
In the Google Search: State of the Union last May, John Mueller and Martin Splitt spent about a fourth of the address to image-related topics. They announced a big list of improvements to Google Image Search and predicted that it would be a massive untapped opportunity for SEO. SEO Clarity, an SEO tool vendor, released a very interesting report around the same time. Among other findings, they found that more than a third of web search results include images. Images are important to search visitors not only because they are visually more attractive than text, but they also convey context instantly that would require a lot more time when reading text.