TY - GEN
T1 - New and Surprising Ways to Be Mean
AU - Guckelsberger, Christian
AU - Salge, Christoph
AU - Togelius, Julian
N1 - Publisher Copyright:
© 2018 IEEE.
PY - 2018/10/11
Y1 - 2018/10/11
N2 - Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that rely heavily on procedural content generation. We have previously addressed this challenge by means of empowerment, a model of intrinsic motivation, and demonstrated how a coupled empowerment maximisation (CEM) policy can yield generic, companion-like behaviour. In this paper, we extend the CEM framework with a minimisation policy to give rise to adversarial behaviour. We conduct a qualitative, exploratory study in a dungeon-crawler game, demonstrating that CEM can exploit the affordances of different content facets in adaptive adversarial behaviour without modifications to the policy. Changes to the level design, underlying mechanics and our character's actions do not threaten our NPC's robustness, but yield new and surprising ways to be mean.
AB - Creating Non-Player Characters (NPCs) that can react robustly to unforeseen player behaviour or novel game content is difficult and time-consuming. This hinders the design of believable characters, and the inclusion of NPCs in games that rely heavily on procedural content generation. We have previously addressed this challenge by means of empowerment, a model of intrinsic motivation, and demonstrated how a coupled empowerment maximisation (CEM) policy can yield generic, companion-like behaviour. In this paper, we extend the CEM framework with a minimisation policy to give rise to adversarial behaviour. We conduct a qualitative, exploratory study in a dungeon-crawler game, demonstrating that CEM can exploit the affordances of different content facets in adaptive adversarial behaviour without modifications to the policy. Changes to the level design, underlying mechanics and our character's actions do not threaten our NPC's robustness, but yield new and surprising ways to be mean.
KW - Adversaries
KW - Coupled Empowerment Maximisation
KW - Intrinsic Motivation
KW - Non-Player Characters
UR - http://www.scopus.com/inward/record.url?scp=85053135543&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85053135543&partnerID=8YFLogxK
U2 - 10.1109/CIG.2018.8490453
DO - 10.1109/CIG.2018.8490453
M3 - Conference contribution
AN - SCOPUS:85053135543
T3 - IEEE Conference on Computatonal Intelligence and Games, CIG
BT - Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, CIG 2018
PB - IEEE Computer Society
T2 - 14th IEEE Conference on Computational Intelligence and Games, CIG 2018
Y2 - 14 August 2018 through 17 August 2018
ER -