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Main Authors: Zhang, Chen, Hu, Huan, Zhou, Yuan, Cao, Qiyang, Liu, Ruochen, Wei, Wenya, Liu, Elvis S.
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2410.04936
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author Zhang, Chen
Hu, Huan
Zhou, Yuan
Cao, Qiyang
Liu, Ruochen
Wei, Wenya
Liu, Elvis S.
author_facet Zhang, Chen
Hu, Huan
Zhou, Yuan
Cao, Qiyang
Liu, Ruochen
Wei, Wenya
Liu, Elvis S.
contents 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 Tencent 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. To 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.
format Preprint
id arxiv_https___arxiv_org_abs_2410_04936
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle 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.
Artificial Intelligence
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 Tencent 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. To 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.
title Training Interactive Agent in Large FPS Game Map with Rule-enhanced Reinforcement Learning
topic Artificial Intelligence
url https://arxiv.org/abs/2410.04936