English

Winning Isn't Everything: Enhancing Game Development with Intelligent Agents

Artificial Intelligence 2020-04-29 v5 Machine Learning Multiagent Systems Neural and Evolutionary Computing

Abstract

Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this paper, we study the problem of training intelligent agents in service of game development. Unlike the agents built to "beat the game", our agents aim to produce human-like behavior to help with game evaluation and balancing. We discuss two fundamental metrics based on which we measure the human-likeness of agents, namely skill and style, which are multi-faceted concepts with practical implications outlined in this paper. We report four case studies in which the style and skill requirements inform the choice of algorithms and metrics used to train agents; ranging from A* search to state-of-the-art deep reinforcement learning. We, further, show that the learning potential of state-of-the-art deep RL models does not seamlessly transfer from the benchmark environments to target ones without heavily tuning their hyperparameters, leading to linear scaling of the engineering efforts and computational cost with the number of target domains.

Keywords

Cite

@article{arxiv.1903.10545,
  title  = {Winning Isn't Everything: Enhancing Game Development with Intelligent Agents},
  author = {Yunqi Zhao and Igor Borovikov and Fernando de Mesentier Silva and Ahmad Beirami and Jason Rupert and Caedmon Somers and Jesse Harder and John Kolen and Jervis Pinto and Reza Pourabolghasem and James Pestrak and Harold Chaput and Mohsen Sardari and Long Lin and Sundeep Narravula and Navid Aghdaie and Kazi Zaman},
  journal= {arXiv preprint arXiv:1903.10545},
  year   = {2020}
}

Comments

Accepted to IEEE Trans. Games

R2 v1 2026-06-23T08:18:42.579Z