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Alessandro Sestini

Publications and source records attributed to Alessandro Sestini.

26 records · Page 2Linked to original sources

Efficient Ground Vehicle Path Following in Game AI

This short paper presents an efficient path following solution for ground vehicles tailored to game AI. Our focus is on adapting established techniques to design simple solutions with parameters that are easily tunable for an efficient benchmark path follower. Our solution pays particular attention to computing a target speed which uses quadratic Bezier curves to estimate the path curvature. The performance of the proposed path follower is evaluated through a variety of test scenarios in a first-person shooter game, demonstrating its effectiveness and robustness in handling different types of paths and vehicles. We achieved a 70% decrease in the total number of stuck events compared to an existing path following solution.

cs.AI↗

Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning

In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing. Our method leverages a data-driven imitation learning technique, which requires little effort and time and no knowledge of machine learning or programming, that designers can use to efficiently train game testing agents. We investigate the validity of our approach through a user study with industry experts. The survey results show that our method is indeed a valid approach to game validation and that data-driven programming would be a useful aid to reducing effort and increasing quality of modern playtesting. The survey also highlights several open challenges. With the help of the most recent literature, we analyze the identified challenges and propose future research directions suitable for supporting and maximizing the utility of our approach.

cs.SE↗

Contextual Decision Trees

Focusing on Random Forests, we propose a multi-armed contextual bandit recommendation framework for feature-based selection of a single shallow tree of the learned ensemble. The trained system, which works on top of the Random Forest, dynamically identifies a base predictor that is responsible for providing the final output. In this way, we obtain local interpretations by observing the rules of the recommended tree. The carried out experiments reveal that our dynamic method is superior to an independent fitted CART decision tree and comparable to the whole black-box Random Forest in terms of predictive performances.

stat.ML↗

CCPT: Automatic Gameplay Testing and Validation with Curiosity-Conditioned Proximal Trajectories

This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines curiosity and imitation learning to train agents to methodically explore in the proximity of known trajectories derived from expert demonstrations. We show how CCPT can explore complex environments, discover gameplay issues and design oversights in the process, and recognize and highlight them directly to game designers. We further demonstrate the effectiveness of the algorithm in a novel 3D navigation environment which reflects the complexity of modern AAA video games. Our results show a higher level of coverage and bug discovery than baselines methods, and it hence can provide a valuable tool for game designers to identify issues in game design automatically.

cs.LG↗

Policy Fusion for Adaptive and Customizable Reinforcement Learning Agents

In this article we study the problem of training intelligent agents using Reinforcement Learning for the purpose of game development. Unlike systems built to replace human players and to achieve super-human performance, our agents aim to produce meaningful interactions with the player, and at the same time demonstrate behavioral traits as desired by game designers. We show how to combine distinct behavioral policies to obtain a meaningful "fusion" policy which comprises all these behaviors. To this end, we propose four different policy fusion methods for combining pre-trained policies. We further demonstrate how these methods can be used in combination with Inverse Reinforcement Learning in order to create intelligent agents with specific behavioral styles as chosen by game designers, without having to define many and possibly poorly-designed reward functions. Experiments on two different environments indicate that entropy-weighted policy fusion significantly outperforms all others. We provide several practical examples and use-cases for how these methods are indeed useful for video game production and designers.

cs.LG↗

Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games

Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network architectures which, when combined with a \emph{procedural loot generation} system, are able to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions. The first is based on a dense embedding of the categorical input space that abstracts the discrete observation model and renders trained agents more able to generalize. The second proposed architecture is more general and is based on a Transformer network able to reason relationally about input and input attributes. Our experimental evaluation demonstrates that new agents have better adaptation capacity with respect to a baseline architecture, making this framework more robust to dynamic gameplay changes during development. Based on the results shown in this paper, we believe that these solutions represent a step forward towards making DRL more accessible to the gaming industry.

cs.LG↗

Demonstration-efficient Inverse Reinforcement Learning in Procedurally Generated Environments

Deep Reinforcement Learning achieves very good results in domains where reward functions can be manually engineered. At the same time, there is growing interest within the community in using games based on Procedurally Content Generation (PCG) as benchmark environments since this type of environment is perfect for studying overfitting and generalization of agents under domain shift. Inverse Reinforcement Learning (IRL) can instead extrapolate reward functions from expert demonstrations, with good results even on high-dimensional problems, however there are no examples of applying these techniques to procedurally-generated environments. This is mostly due to the number of demonstrations needed to find a good reward model. We propose a technique based on Adversarial Inverse Reinforcement Learning which can significantly decrease the need for expert demonstrations in PCG games. Through the use of an environment with a limited set of initial seed levels, plus some modifications to stabilize training, we show that our approach, DE-AIRL, is demonstration-efficient and still able to extrapolate reward functions which generalize to the fully procedural domain. We demonstrate the effectiveness of our technique on two procedural environments, MiniGrid and DeepCrawl, for a variety of tasks.

cs.LG↗

DeepCrawl: Deep Reinforcement Learning for Turn-based Strategy Games

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

cs.LG↗