Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter Agents

Detalhes bibliográficos
Autor(a) principal: Almeida de Neves Marta, Pedro
Data de Publicação: 2024
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11110/2800
Resumo: Artificial Intelligence bots are extensively used in multiplayer First-Person Shooter games. By using Machine Learning techniques, we can improve their performance and bring them to human skill levels. In this work, we focused on comparing and combining two Reinforcement Learning training architectures, Curriculum Learning and Behaviour Cloning, applied to a First-Person Shooter developed in the Unity Engine. We have created four team of three agents each: one team for Curriculum Learning, one for Behaviour Cloning, and another two for two different methods of combining Curriculum Learning and Behaviour Cloning. After completing the training, each agent was matched to battle against each agent of the other teams until each pairing had five wins or ten timeouts. In the end, results showed us that the agents trained with Curriculum Learning achieve better performance than the ones trained with Behaviour Cloning by a matter of 23.67% more average victories in one case. In terms of the combination attempts, not only did the agents trained with both devised methods have problems during training, but they also achieved insufficient results in battle, with an average of 0 wins.
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spelling Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter AgentsReinforcement LearningUnityFirst-Person Shooter GamesCurriculum LearningBehaviour CloningArtificial Intelligence bots are extensively used in multiplayer First-Person Shooter games. By using Machine Learning techniques, we can improve their performance and bring them to human skill levels. In this work, we focused on comparing and combining two Reinforcement Learning training architectures, Curriculum Learning and Behaviour Cloning, applied to a First-Person Shooter developed in the Unity Engine. We have created four team of three agents each: one team for Curriculum Learning, one for Behaviour Cloning, and another two for two different methods of combining Curriculum Learning and Behaviour Cloning. After completing the training, each agent was matched to battle against each agent of the other teams until each pairing had five wins or ten timeouts. In the end, results showed us that the agents trained with Curriculum Learning achieve better performance than the ones trained with Behaviour Cloning by a matter of 23.67% more average victories in one case. In terms of the combination attempts, not only did the agents trained with both devised methods have problems during training, but they also achieved insufficient results in battle, with an average of 0 wins.2024-01-26T17:39:22Z2024-01-262024-01-26T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesishttp://hdl.handle.net/11110/2800http://hdl.handle.net/11110/2800TID:203486048engAlmeida de Neves Marta, Pedroinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-01T07:33:36Zoai:ciencipca.ipca.pt:11110/2800Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:59:22.948577Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter Agents
title Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter Agents
spellingShingle Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter Agents
Almeida de Neves Marta, Pedro
Reinforcement Learning
Unity
First-Person Shooter Games
Curriculum Learning
Behaviour Cloning
title_short Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter Agents
title_full Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter Agents
title_fullStr Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter Agents
title_full_unstemmed Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter Agents
title_sort Comparing and Combining Curriculum Learning and Behaviour Cloning to train First person Shooter Agents
author Almeida de Neves Marta, Pedro
author_facet Almeida de Neves Marta, Pedro
author_role author
dc.contributor.author.fl_str_mv Almeida de Neves Marta, Pedro
dc.subject.por.fl_str_mv Reinforcement Learning
Unity
First-Person Shooter Games
Curriculum Learning
Behaviour Cloning
topic Reinforcement Learning
Unity
First-Person Shooter Games
Curriculum Learning
Behaviour Cloning
description Artificial Intelligence bots are extensively used in multiplayer First-Person Shooter games. By using Machine Learning techniques, we can improve their performance and bring them to human skill levels. In this work, we focused on comparing and combining two Reinforcement Learning training architectures, Curriculum Learning and Behaviour Cloning, applied to a First-Person Shooter developed in the Unity Engine. We have created four team of three agents each: one team for Curriculum Learning, one for Behaviour Cloning, and another two for two different methods of combining Curriculum Learning and Behaviour Cloning. After completing the training, each agent was matched to battle against each agent of the other teams until each pairing had five wins or ten timeouts. In the end, results showed us that the agents trained with Curriculum Learning achieve better performance than the ones trained with Behaviour Cloning by a matter of 23.67% more average victories in one case. In terms of the combination attempts, not only did the agents trained with both devised methods have problems during training, but they also achieved insufficient results in battle, with an average of 0 wins.
publishDate 2024
dc.date.none.fl_str_mv 2024-01-26T17:39:22Z
2024-01-26
2024-01-26T00:00:00Z
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