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Game Adaptation by Using Reinforcement Learning Over Meta Games

机译:使用强化学习在Meta游戏中的游戏适应

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In this work, we propose a Dynamic Difficulty Adjustment methodology to achieve automatic video game balance. The balance task is modeled as a meta game, a game where actions change the rules of another base game. Based on the model of Reinforcement Learning (RL), an agent assumes the role of a game master and learns its optimal policy by playing the meta game. In this new methodology we extend traditional RL by adding the existence of a meta environment whose state transition depends on the evolution of a base environment. In addition, we propose a Multi Agent System training model for the game master agent, where it plays against multiple agent opponents, each with a distinct behavior and proficiency level while playing the base game. Our experiment is conducted on an adaptive grid-world environment in singleplayer and multiplayer scenarios. Our results are expressed in twofold: (i) the resulting decision making by the game master through gameplay, which must comply in accordance to an established balance objective by the game designer; (ii) the initial conception of a framework for automatic game balance, where the balance task design is reduced to the modulation of a reward function (balance reward), an action space (balance strategies) and the definition of a balance space state.
机译:在这项工作中,我们提出了一种动态难度调整方法来实现自动视频游戏平衡。平衡任务被建模为元游戏,一个游戏,行动改变另一个基本游戏的规则。基于钢筋学习的模型(RL),代理假设游戏大师的作用,并通过播放元游戏来了解其最佳政策。在这种新方法中,我们通过添加状态转换取决于基础环境的演变的元环境来扩展传统RL。此外,我们为游戏大师代理提出了一个多代理系统培训模型,在那里它对多个代理对手扮演,每个代理对手都有不同的行为和熟练程度,同时播放基础游戏。我们的实验是在单人游戏和多人场景中的自适应网格世界环境中进行的。我们的结果是在双重的:(i)通过游戏玩法的游戏大师产生决策,必须根据游戏设计师的既定平衡目标遵守; (ii)自动游戏平衡框架的初始概念,其中平衡任务设计减少到奖励功能(平衡奖励),动作空间(平衡策略)和平衡空间状态的定义的调制。

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