• DocumentCode
    106272
  • Title

    Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning

  • Author

    Glavin, Frank G. ; Madden, Michael G.

  • Author_Institution
    Coll. of Eng. & Inf., Nat. Univ. of Ireland, Galway, Ireland
  • Volume
    7
  • Issue
    2
  • fYear
    2015
  • fDate
    Jun-15
  • Firstpage
    180
  • Lastpage
    192
  • Abstract
    In current state-of-the-art commercial first person shooter games, computer controlled bots, also known as nonplayer characters, can often be easily distinguishable from those controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players´ whereabouts and deterministic, scripted behaviors are some of the causes of this. We propose, however, that one of the biggest indicators of nonhumanlike behavior in these games can be found in the weapon shooting capability of the bot. Consistently perfect accuracy and “locking on” to opponents in their visual field from any distance are indicative capabilities of bots that are not found in human players. Traditionally, the bot is handicapped in some way with either a timed reaction delay or a random perturbation to its aim, which doesn´t adapt or improve its technique over time. We hypothesize that enabling the bot to learn the skill of shooting through trial and error, in the same way a human player learns, will lead to greater variation in game-play and produce less predictable nonplayer characters. This paper describes a reinforcement learning shooting mechanism for adapting shooting over time based on a dynamic reward signal from the amount of damage caused to opponents.
  • Keywords
    adaptive systems; computer games; learning (artificial intelligence); adaptive shooting; bot weapon shooting capability; computer controlled bot; first person shooter game; nonhumanlike behavior indicator; nonplayer character; reinforcement learning shooting mechanism; tell-tale sign; Avatars; Computer architecture; Computers; Games; Learning (artificial intelligence); Navigation; Weapons; First person shooters; nonplayer characters; reinforcement learning;
  • fLanguage
    English
  • Journal_Title
    Computational Intelligence and AI in Games, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1943-068X
  • Type

    jour

  • DOI
    10.1109/TCIAIG.2014.2363042
  • Filename
    6922494