Authors:
Ashey Noblega
;
Aline Paes
and
Esteban Clua
Affiliation:
Department of Computer Science, Institute of Computing, Niterói, RJ and Brazil
Keyword(s):
Game Balancing, Reinforcement Learning, Deep Learning, Dynamic Balancing, Playability.
Related
Ontology
Subjects/Areas/Topics:
Agent Models and Architectures
;
Agents
;
Artificial Intelligence
;
Computational Intelligence
;
Cooperation and Coordination
;
Evolutionary Computing
;
Knowledge Discovery and Information Retrieval
;
Knowledge-Based Systems
;
Machine Learning
;
Soft Computing
;
Symbolic Systems
Abstract:
The experience of a player regarding the difficulty of a video game is one of the main reasons for he/she decide to keep playing the game or abandon it. Effectively, player retention is one of the primary concerns related to the game development process. However, the experience of a player with a game is unique, making impractical to anticipate how they will face the gameplay. This work leverages the recent advances in Reinforcement Learning (RL) and Deep Learning (DL) to create intelligent agents that are able to adapt to the abilities of distinct players. We focus on balancing the difficulty of the game based on the information that the agent observes from the 3D environment as well as the current state of the game. In order to design an agent that learns how to act while still maintaining the balancing, we propose a reward function based on a balancing constant. We require that the agent remains inside a range around this constant during the training. Our experimental results show
that by using such a reward function and combining information from different types of players it is possible to have adaptable agents that fit the player.
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