fp game
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.
--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.
Learning to Move Like Professional Counter-Strike Players
Durst, David, Xie, Feng, Sarukkai, Vishnu, Shacklett, Brennan, Frosio, Iuri, Tessler, Chen, Kim, Joohwan, Taylor, Carly, Bernstein, Gilbert, Choudhury, Sanjiban, Hanrahan, Pat, Fatahalian, Kayvon
In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.
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GameVibe: A Multimodal Affective Game Corpus
Barthet, Matthew, Kaselimi, Maria, Pinitas, Kosmas, Makantasis, Konstantinos, Liapis, Antonios, Yannakakis, Georgios N.
As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities. However, there is still a lack of readily available datasets with high-quality audiovisual stimuli. In this paper, we present GameVibe, a novel affect corpus which consists of multimodal audiovisual stimuli, including in-game behavioural observations and third-person affect labels for viewer engagement. The corpus consists of videos from a diverse set of publicly available gameplay sessions across 30 games, with particular attention to ensure high-quality stimuli with good audiovisual and gameplay diversity. Furthermore, we present an analysis on the reliability of the annotators in terms of inter-annotator agreement.
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Simulator-Free Visual Domain Randomization via Video Games
Trivedi, Chintan, Rašajski, Nemanja, Makantasis, Konstantinos, Liapis, Antonios, Yannakakis, Georgios N.
Domain randomization is an effective computer vision technique for improving transferability of vision models across visually distinct domains exhibiting similar content. Existing approaches, however, rely extensively on tweaking complex and specialized simulation engines that are difficult to construct, subsequently affecting their feasibility and scalability. This paper introduces BehAVE, a video understanding framework that uniquely leverages the plethora of existing commercial video games for domain randomization, without requiring access to their simulation engines. Under BehAVE (1) the inherent rich visual diversity of video games acts as the source of randomization and (2) player behavior -- represented semantically via textual descriptions of actions -- guides the *alignment* of videos with similar content. We test BehAVE on 25 games of the first-person shooter (FPS) genre across various video and text foundation models and we report its robustness for domain randomization. BehAVE successfully aligns player behavioral patterns and is able to zero-shot transfer them to multiple unseen FPS games when trained on just one FPS game. In a more challenging setting, BehAVE manages to improve the zero-shot transferability of foundation models to unseen FPS games (up to 22%) even when trained on a game of a different genre (Minecraft). Code and dataset can be found at https://github.com/nrasajski/BehAVE.
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Counter-Strike Deathmatch with Large-Scale Behavioural Cloning
This paper describes an AI agent that plays the popular first-person-shooter (FPS) video game'Counter-Strike; Global Offensive' (CSGO) from pixel input. The agent, a deep neural network, matches the performance of the medium difficulty built-in AI on the deathmatch game mode, whilst adopting a humanlike play style. Unlike much prior work in games, no API is available for CSGO, so algorithms must train and run in real-time. This limits the quantity of on-policy data that can be generated, precluding many reinforcement learning algorithms. Our solution uses behavioural cloning -- training on a large noisy dataset scraped from human play on online servers (4 million frames, comparable in size to ImageNet), and a smaller dataset of high-quality expert demonstrations. This scale is an order of magnitude larger than prior work on imitation learning in FPS games.
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Nerf's latest laser tag kit takes a cue from FPS games
Nerf guns are a lot of fun. But the arguments over whether someone got hit and picking up all those darts when you're done? Laser tag has a huge advantage there. Nerf even made its own laser tag guns a few years ago, and this week it updates the line with a video-game-influenced augmented reality upgrade. Now you can track your stats and target virtual opponents -- things that fans of foam-dart-based weapons can only dream about.
Learning to Shoot in First Person Shooter Games by Stabilizing Actions and Clustering Rewards for Reinforcement Learning
Glavin, Frank G., Madden, Michael G.
While reinforcement learning (RL) has been applied to turn-based board games for many years, more complex games involving decision-making in real-time are beginning to receive more attention. A challenge in such environments is that the time that elapses between deciding to take an action and receiving a reward based on its outcome can be longer than the interval between successive decisions. We explore this in the context of a non-player character (NPC) in a modern first-person shooter game. Such games take place in 3D environments where players, both human and computer-controlled, compete by engaging in combat and completing task objectives. We investigate the use of RL to enable NPCs to gather experience from game-play and improve their shooting skill over time from a reward signal based on the damage caused to opponents. We propose a new method for RL updates and reward calculations, in which the updates are carried out periodically, after each shooting encounter has ended, and a new weighted-reward mechanism is used which increases the reward applied to actions that lead to damaging the opponent in successive hits in what we term "hit clusters".
Playing FPS games with deep reinforcement learning
When I wrote up'Asynchronous methods for deep learning' last month, I made a throwaway remark that after Go the next challenge for deep learning systems would be to win an esports competition against the best human teams. Can you imagine the theatre! Since those are team competitions, it would need to be a team of collaborating software agents playing against human teams. Which would make for some very cool AI technology. Today's paper isn't quite at that level yet, but it does show that progress is already being made on playing first-person shooter (FPS) games in 3D environments.
Overwatch aimed for e-sports domination
World-of-Warcraft-maker Blizzard has released its first original gaming franchise in nearly two decades. Overwatch - a first-person shooter - also marks the first time the studio has launched a title worldwide on PC and consoles simultaneously. WoW is the second bestselling PC game of all time, but its subscriber numbers have halved since their peak in 2010. Blizzard predicts strong sales of Overwatch and hopes it will attract large audiences as an e-sport. The game is a departure from the developer's previous hits, in which players usually viewed the world from a god-like, third-person perspective.