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CIG
2005
IEEE

Adapting Reinforcement Learning for Computer Games: Using Group Utility Functions

13 years 10 months ago
Adapting Reinforcement Learning for Computer Games: Using Group Utility Functions
AbstractGroup utility functions are an extension of the common team utility function for providing multiple agents with a common reinforcement learning signal for learning cooperative behaviour. In this paper we describe what group utility functions are and suggest using them to provide non-player computer game character behaviours. As yet, reinforcement learning techniques have very rarely been used for computer game character specification. Here we show the results of using a group utility function to learn an equilibrium between two computer game characters and compare this against the performance of the two agents learning independently. We also explain how group utility functions could be applied to learn equilibria between groups of agents. We highlight some implementation issues arising from using a commercial computer game engine for multi-agent reinforcement learning experiments.
Jay Bradley, Gillian Hayes
Added 24 Jun 2010
Updated 24 Jun 2010
Type Conference
Year 2005
Where CIG
Authors Jay Bradley, Gillian Hayes
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