• DocumentCode
    2328592
  • Title

    Learning to overtake in TORCS using simple reinforcement learning

  • Author

    Loiacono, Daniele ; Prete, Alessandro ; Lanzi, Pier Luca ; Cardamone, Luigi

  • Author_Institution
    Politec. di Milano, Milan, Italy
  • fYear
    2010
  • fDate
    18-23 July 2010
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    In modern racing games programming non-player characters with believable and sophisticated behaviors is getting increasingly challenging. Recently, several works in the literature suggested that computational intelligence can provide effective solutions to support the development process of NPCs. In this paper, we applied the Behavior Analysis and Training (BAT) methodology to define a behavior-based architecture for the NPCs in The Open Racing Car Simulator (TORCS), a well-known open source racing game. Then, we focused on two major overtaking behaviors: (i) the overtaking of a fast opponent either on a straight stretch or on a large bend; (ii) the overtaking on a tight bend, which typically requires a rather advanced braking policy. We applied simple reinforcement learning, namely Q-learning, to learn both these overtaking behaviors. We tested our approach in several overtaking situations and compared the learned behaviors against one of the best NPC provided with TORCS. Our results suggest that, exploiting the proposed behavior-based architecture, Q-learning can effectively learn sophisticated behaviors and outperform programmed NPCs. In addition, we also show that the same approach can be successfully applied to adapt a previously learned behavior to a dynamically changing game situation.
  • Keywords
    computer games; learning (artificial intelligence); programming; public domain software; Q-learning; TORCS; The Open Racing Car Simulator; advanced braking policy; behavior-based architecture; computational intelligence; dynamically changing game situation; nonplayer characters; open source racing game; programming; reinforcement learning; sophisticated behavior; Aerodynamics; Computational modeling; Driver circuits; Games; Learning; Sensors; Trajectory;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Evolutionary Computation (CEC), 2010 IEEE Congress on
  • Conference_Location
    Barcelona
  • Print_ISBN
    978-1-4244-6909-3
  • Type

    conf

  • DOI
    10.1109/CEC.2010.5586191
  • Filename
    5586191