Project
Introduction
My
project
investigates the suitability of the use of machine learning techniques,
in particular Reinforcement Learning (RL), for producing realistic
gameplay in
simulation-based games. A scaled-down version of a standard Real-Time
Strat-
egy (RTS) game was constructed and a RL-driven opponent was developed.
The
RL opponent was trained against artificial & human opponents,
with varying
control architectures, differing degrees of complexity.
Once
trained, these players were tested against one another to determine
each
agent's ability to perform against their opponents, including
hand-coded, ma-
chine learning agents and a human opponent. Additionally, the
artificial com-
petitors are assessed for realism in their gameplay using criteria
such as
level of predictability, the level of challenge ordered and the
learning agent's abil-
ity to identify and exploit weaknesses in their opposition.
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