TY - GEN
T1 - Balancing the Performance of a FightingICE Agent using Reinforcement Learning and Skilled Experience Catalogue
AU - Cherukuri, Akash
AU - Glavin, Frank G.
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - Dynamic Difficulty Adjustment (DDA) is the process of changing the challenge offered dynamically based on the player's performance, as opposed to the player manually choosing the difficulty from a set of options. This helps in alleviating player frustration by having the opponents' skill match that of the player's. In this work, we propose a novel application of a DDA technique called Skilled Experience Catalogue (SEC) which has previously been used with success in First Person Shooter games. This approach uses experiential milestones of the learning process of an agent trained using Reinforcement Learning (RL). We have designed and implemented a custom SEC on top of the FightingICE platform that is used in the Fighting Game Artificial Intelligence (FTGAI) competition. We deployed our SEC agent against three fixed-strategy opponents and showed that we could successfully balance the game-play in two out of the three opponents over 150 games against each. Balancing was not achieved against the third opponent since the RL agent could not reach the required skill level after its initial training.
AB - Dynamic Difficulty Adjustment (DDA) is the process of changing the challenge offered dynamically based on the player's performance, as opposed to the player manually choosing the difficulty from a set of options. This helps in alleviating player frustration by having the opponents' skill match that of the player's. In this work, we propose a novel application of a DDA technique called Skilled Experience Catalogue (SEC) which has previously been used with success in First Person Shooter games. This approach uses experiential milestones of the learning process of an agent trained using Reinforcement Learning (RL). We have designed and implemented a custom SEC on top of the FightingICE platform that is used in the Fighting Game Artificial Intelligence (FTGAI) competition. We deployed our SEC agent against three fixed-strategy opponents and showed that we could successfully balance the game-play in two out of the three opponents over 150 games against each. Balancing was not achieved against the third opponent since the RL agent could not reach the required skill level after its initial training.
KW - Artificial Intelligence
KW - Dynamic Difficulty Adjustment
KW - Reinforcement Learning
UR - https://www.scopus.com/pages/publications/85147543708
U2 - 10.1109/GEM56474.2022.10017566
DO - 10.1109/GEM56474.2022.10017566
M3 - Conference Publication
AN - SCOPUS:85147543708
T3 - 2022 IEEE Games, Entertainment, Media Conference, GEM 2022
BT - 2022 IEEE Games, Entertainment, Media Conference, GEM 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2022 IEEE Games, Entertainment, Media Conference, GEM 2022
Y2 - 27 November 2022 through 30 November 2022
ER -