In this paper we introduce DeepCrawl, a fully-playable Roguelike prototype for iOS and Android in which all agents are controlled by policy networks trained using Deep Reinforcement Learning (DRL). Our aim is to understand whether recent advances in DRL can be used to develop convincing behavioral models for non-player characters in videogames. We begin with an analysis of requirements that such an AI system should satisfy in order to be practically applicable in video game development, and identify the elements of the DRL model used in the DeepCrawl prototype. The successes and limitations of DeepCrawl are documented through a series of playability tests performed on the final game. We believe that the techniques we propose offer insight into innovative new avenues for the development of behaviors for non-player characters in video games, as they offer the potential to overcome critical issues with
翻译:在本文中,我们介绍DeepLawraw(DeepCraw),这是iOS和Android的完全可玩的罗格的原型,其内所有物剂都由通过深强化学习(DRL)培训的政策网络控制。我们的目的是了解DRL最近的进展是否可以用于为视频游戏中非玩玩家角色开发令人信服的行为模型。我们首先分析这样一个AI系统应满足的要求,以便切实适用于视频游戏开发,并查明在深Crawl原中使用的DRL模型的要素。DeepCraw的成败和局限性通过在最后游戏中进行的一系列可玩性测试加以记录。我们认为,我们提出的技术为开发视频游戏中非玩家角色的行为提供了创新的新途径,因为它们提供了克服关键问题的潜力。