Hierarchical controller learning in a first-person shooter

Niels Van Hoorn, Julian Togelius, Jürgen Schmidhuber

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    We describe the architecture of a hierarchical learning-based controller for bots in the First-Person Shooter (FPS) game Unreal Tournament 2004. The controller is inspired by the subsumption architecture commonly used in behaviour-based robotics. A behaviour selector decides which of three sub-controllers gets to control the bot at each time step. Each controller is implemented as a recurrent neural network, and trained with artificial evolution to perform respectively combat, exploration and path following. The behaviour selector is trained with a multiobjective evolutionary algorithm to achieve an effective balancing of the lower-level behaviours. We argue that FPS games provide good environments for studying the learning of complex behaviours, and that the methods proposed here can help developing interesting opponents for games.

    Original languageEnglish (US)
    Title of host publicationCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games
    Pages294-301
    Number of pages8
    DOIs
    StatePublished - 2009
    EventCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games - Milano, Italy
    Duration: Sep 7 2009Sep 10 2009

    Publication series

    NameCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games

    Other

    OtherCIG2009 - 2009 IEEE Symposium on Computational Intelligence and Games
    Country/TerritoryItaly
    CityMilano
    Period9/7/099/10/09

    Keywords

    • Action selection
    • Behaviour-based robotics
    • Evolutionary algorithms
    • FPS
    • First-person shooters
    • Neural networks
    • Subsumption architecture

    ASJC Scopus subject areas

    • Artificial Intelligence
    • Computational Theory and Mathematics
    • Computer Graphics and Computer-Aided Design
    • Human-Computer Interaction

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