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A Hierarchical Reinforcement Learning Based Artificial Intelligence for Non-Player Characters in Video Games

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Nature-Inspired Computation and Machine Learning (MICAI 2014)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 8857))

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Abstract

Nowadays, video games conforms a huge industry that is always developing new technology. In particular, artificial intelligence techniques have been used broadly in the well-known non-player characters (NPC) given the opportunity to users to feel video games more real. This paper proposes the usage of the MaxQ-Q hierarchical reinforcement learning algorithm in non-player characters in order to increase the experience of the user in terms of naturalness. A case study of an NPC with the proposed artificial intelligence based algorithm in a first personal shooter video game was developed. Experimental results show that this implementation improves naturalness from the user’s point of view. In addition, the proposed MaxQ-Q based algorithm in NPCs allow to programmers a robust way to give artificial intelligence to them.

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Ponce, H., Padilla, R. (2014). A Hierarchical Reinforcement Learning Based Artificial Intelligence for Non-Player Characters in Video Games. In: Gelbukh, A., Espinoza, F.C., Galicia-Haro, S.N. (eds) Nature-Inspired Computation and Machine Learning. MICAI 2014. Lecture Notes in Computer Science(), vol 8857. Springer, Cham. https://doi.org/10.1007/978-3-319-13650-9_16

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  • DOI: https://doi.org/10.1007/978-3-319-13650-9_16

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-13649-3

  • Online ISBN: 978-3-319-13650-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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