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Multi-Agent Artificial Intelligence in Pursuit Strategies: Breaking through the Stalemate

机译:追求战略的多智力人工智能:突破僵局

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The typical artificial intelligence in gaming is single-agent. It is tasked with attacking the playing character and focuses so tightly on this objective that it acts as if it is the only enemy in the game. Typically it does not differentiate being in a setting where it is the only enemy attacking the player and a similar setting where there are multiple agents attacking the player [8]. These multiple agents are acting as single agents and losing their potentially multiplicative effect. This leads to nonsensical and simplistic "tricks" that defeat the game's artificial intelligence (AI) as well as defeating the individual AI agents without having to overcome their strategy. We wish to show that in gaming AI coordinated enemies can significantly improve the gaming experience while maintaining the game designer's original strategic intent. This coordinated multi-agent AI will be shown to have a significant impact on length of play even in simplistic games. While there are several existing methods for multi-agent AI, we present a novel approach that shares information from each individual AI agent with the other agents on their team. This differentiates it from flocking (where the other agents are often treated as additional obstacles to be avoided) and teaming (where the agents focus on the same objective but without the coordinated formational attacks). It is our hypothesis that such information sharing at the individual AI agent level creates a coordinated AI for the overall game that increases the difficulty and challenge of gameplay and requires a better strategy from the player to overcome. In gaming, where a major concern is aesthetics (i.e., how a game makes a user feel), this loss of strategic influence can be devastating to the overall enjoyment of the game. As an example, in the early first person shooter Doom from ID Software[10] the player explored room after cavernous room of a dungeon, each filled with a variety of monsters. The variety of the monsters within these rooms was specifically designed to create an ever-increasing challenge to the player as they entered and had to run around the room while avoiding the enemy, gathering goods, and dispatching the monsters. However, the AI was designed so that each monster independently pursued the player once they entered the room. This resulted in an unintentional "cheat" whereby a player could enter a room, wait one second for each monster to recognize them, and then retreat from the room. This resulted in each of the monsters funneling through a choke point (the door) and made elimination of the threat trivially easy. This result short-circuited the otherwise well-designed gameplay intended by the designers. It is noteworthy that this behavior was lessened in subsequent releases of the game [10]. We wish to present an alternative form AI that avoids this limited type of interaction, namely the AI agents acting independently of each other rather than working together as a team. To do so, we add the multi-agent functionality to the AI for a simple pursuit game. Initially the AI directs each agent independently to pursue the target player. These agents then suffer from collision and overlapping such that the player can evade the clustered agents without difficulty. Next we introduce our multi-agent AI that coordinates the efforts of the enemy agents so that they stay in formation and work together to corner the player. In so doing we wish to show that this greatly improves the quality of gameplay and the realism simulated by the AI. Further, this upholds the original intention of the AI as designed by the developers and avoids unrealistic "cheats" to circumvent the intended gameplay. While this research is centered in gaming, we also believe that it has further reaching applications in security, simulations, and robotics.
机译:在游戏中典型的人工智能是单剂。它的任务是攻击游戏角色等紧紧着眼于这一目标,它的作用就像是在游戏中唯一的敌人。通常,它不区分在一个设置是它是攻击球员,那里有多个代理攻击玩家[8]类似的设置唯一的敌人。这些多重代理作为单一试剂及失去其潜在的倍增效应。这导致荒谬的和简单的“招数”那场失利游戏的人工智能(AI),以及击败AI个人代理,而不必克服自己的策略。我们希望表明,在游戏的AI敌人协调可以显著改善游戏体验,同时保持游戏设计师的原创战略意图。这种协作的多代理AI将被证明具有即使在简单的游戏玩长度显著的影响。尽管对于多代理几个AI现有的方法,提出了一种新的方法,从每个个体AI剂对自己的球队其他代理共享信息。 (要避免在其他药物常常被当作额外的障碍),这区别于植绒和群组功能(其中药剂集中在相同的目标,但没有协调formational攻击)。这是我们的假设,即在个人AI代理级别等信息共享对整个游戏,游戏增加的困难和挑战,需要从玩家更好的战略,以克服创建一个协调的AI。在游戏时,主要关心的问题是美学(即,如何使游戏用户的感觉),战略影响力这方面的损失可能是毁灭性的游戏的整体享受。作为一个例子,在从ID软件早期第一人称射击末日[10]球员海绵体室地牢,每个填充有各种怪物后探索室。该品种在这些房间的怪物是专为创造一个不断增加的挑战玩家,因为他们进入,不得不奔波的房间,而避免敌人,收集物品,并派遣了怪物。然而,AI的目的是使每个怪物独立追求的球员,一旦他们进入房间。这导致无意的“欺骗”,即玩家可以进入一个房间,等待1秒钟每个怪物认出来,然后从房间撤退。这导致每个怪物通过阻塞点(门)和威胁作出消除漏斗很轻松的。这一结果短路否则精心设计的游戏由设计师之意。值得注意的是,这种行为在比赛中[10]的后续版本减少。我们希望呈现另一种形式的AI避免这种有限的交互类型,即相互独立地行事,而不是作为一个团队一起工作的AI代理。要做到这一点,我们添加了多代理功能的AI一个简单的追求游戏。最初,AI独立引导每个代理追求的目标玩家。这些代理然后从遭受碰撞和重叠,使得玩家可以逃避聚集剂没有困难。接下来我们介绍我们的多代理AI是坐标敌特的努力,使它们在形成和工作在一起,以垄断的球员。这样做,我们希望表明,这大大提高了游戏的质量和由AI模拟的真实感。此外,该坚持由开发商设计,避免不切实际的“秘籍”,以规避预期的游戏AI的初衷。虽然这项研究是在游戏中心,我们也相信它在安全性,仿真,和机器人进一步达到应用。

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