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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Modelling Human-like Behavior through Reward-based Approach in a First-Person Shooter Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ilya Makarov</string-name>
          <email>iamakarov@hse.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Peter Zyuzin</string-name>
          <email>peter95zyuzin@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pavel Polyakov</string-name>
          <email>polyakovpavel96@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mikhail Tokmakov</string-name>
          <email>matokmakov@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Olga Gerasimova</string-name>
          <email>olga.g3993@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ivan Guschenko-Cheverda</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maxim Uriev</string-name>
          <email>maximuriev@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>National Research University Higher School of Economics, School of Data Analysis and Arti cial Intelligence</institution>
          ,
          <addr-line>3 Kochnovskiy Proezd, 125319 Moscow</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <fpage>24</fpage>
      <lpage>33</lpage>
      <abstract>
        <p>We present two examples of how human-like behavior can be implemented in a model of computer player to improve its characteristics and decision-making patterns in video game. At rst, we describe a reinforcement learning model, which helps to choose the best weapon depending on reward values obtained from shooting combat situations. Secondly, we consider an obstacle avoiding path planning adapted to the tactical visibility measure. We describe an implementation of a smoothing path model, which allows the use of penalties (negative rewards) for walking through \bad" tactical positions. We also study algorithms of path nding such as improved I-ARA* search algorithm for dynamic graph by copying human discrete decision-making model of reconsidering goals similar to Page-Rank algorithm. All the approaches demonstrate how human behavior can be modeled in applications with signi cant perception of intellectual agent actions.</p>
      </abstract>
      <kwd-group>
        <kwd>Human-like Behavior</kwd>
        <kwd>Game Arti cial Intelligence</kwd>
        <kwd>Reinforcement Learning</kwd>
        <kwd>Path Planning</kwd>
        <kwd>Graph-based Search</kwd>
        <kwd>Video Game</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The development of video games always face the problem of creating believable
non-playable characters (NPC) with game arti cial intelligence adapted to
human players. The quality of NPC's model in terms of game behavior extremely
depends on an interest in the gameplay as in-game interaction of human
players with game environment and NPCs. The main entertainment of many games
consists of challenging enemy NPCs, so called, BOTs. Human players, on one
hand, estimate BOTs to behave like humans, on the other hand, there should be
high probability to mine BOT's patterns nding its weaknesses. Human players
always estimate the possibility to overcome computer player through intelligence
supremacy. The combination of such beliefs is what makes a gameplay
interesting and satisfying humans ambitions, but also providing new cognitive eld of
learning through reward based winning policy.</p>
      <p>
        A rst-person shooter game is a special genre of video games simulating
combat actions with guns or projectile-based weapons through a rst-person
perspective. The human player experiences virtual world and action gameplay
through the eyes of player's human-like model placed in virtual 3D scene, which
is shown at the Figure 1. The problem aroused from the player's expectations
of computer players to obtain information from virtual world in a similar way.
From the human point of view it is unfair to have an access to special features
and information about game environment, which could not be available and
processed by human players during a game. In [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] authors stated the principle
that it is better to play against BOTs "on equal terms", rather than against
\God-mode" undefeatable opponents. Thus, we aim to make behavior of BOTs
similar to human players' behavior in rst-person shooter (FPS).
      </p>
      <p>
        The main criterion of evaluating the quality of a game arti cial intelligence is
the level of compliance for NPC actions with respect to ability of human experts
to distinguish computer-controlled and human players in common and speci c
in-game situations. One of approaches consists of interpretation of such quality
based level of BOT humanness through Alan Turing test for computer game
BOTs [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In the competition, computer-controlled BOTs and human players
that are also judges take part in combat actions during several rounds, whereby
the judges try to guess which opponents are human. In a breakthrough result,
after ve years1 of attempting from 14 international research collectives, two
teams have succeeded in breaking through 25% human-like player behavior
barrier. Researchers believed that methods developed for a game A. Turing test
1 http://botprize.org/publications.html
should eventually be useful not just in developing intelligent games but also in
creating virtual training environments. Both teams separately cracked test with
two prototypes of human-like BOTs that try to mimic human actions with some
delays and use neuro-evolution model under human gameplay constraints [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
The disadvantage of such an approach consists of the fact that such models only
imitate human intellect but do not give BOT its own cognitive model. In such a
case we still do not know what are the reasons for human actions and how BOT
could retrieve new information from human gameplay.
      </p>
      <p>
        However, the most common ways to implement game AI are still nite-state
machines and rule-based systems applied to BOTs behavior [
        <xref ref-type="bibr" rid="ref4 ref5">4,5</xref>
        ]. The cheapest
way for game developing company is to script behavior of NPCs with respect
to restricted game situations fully describing most common NPC actions but
not giving it a freedom of choice or enough quantity of randomness in decision
making. However, this approach has several serious disadvantages: developers
can not script or predict all the possible game situations which may arise during
the game, so it is impossible to write all patterns of the rules or the states for
NPC behavior. As a result, in a certain game situations BOTs do not act
optimal and become recognizable for the wrong decision templates from its scripted
model, which signi cantly reduces the quality of gameplay. This could also lead
to BUGs' appearance (semantical and technical errors in BOT's actions).
      </p>
      <p>
        The idea of selecting script parameters via machine learning are now
interesting for the researchers, which could study evolved systems based on rule-based
systems [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Still, even the BOT model tweaked behavior can not be modi ed
during online game testing without decreasing its quality and stability. The
problem also appears when such programmed behavior seems to be static and is not
sensitive to changes in the environment and game strategies of other players and
their skills' levels.
      </p>
      <p>
        The authors of [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] present another method for online interactive Reinforced
Tactic Learning in Agent-Team Environments called RETALIATE. The system
take xed individual BOT behaviors (but not known in advance) as combat
units and learns team tactics rather coordinating the team goals than
controlling individual player's reactive behavior. Another real-time behavioral learning
video game NERO was presented in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The state-of-art researches on evolution
approach can be found in [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref9">9,10,11,12</xref>
        ].
      </p>
      <p>Following empirical study of machine learning and discrete optimisation
algorithms applied to modeling player behavior in a rst-person shooter video
game2 we focus on some aspects of human decion-making, such as weapon
selection, path planning and incremental path nding. Each section of the paper
contains one example of AI improvement based on human behavior, thus
creating intensi ed cycle of applying human behavioral patterns to model them in
game.
2 http://ftp.cs.wisc.edu/machine-learning/shavlik-group/geisler.thesis.
pdf</p>
    </sec>
    <sec id="sec-2">
      <title>Weapon Selection</title>
      <p>
        Considering the methods of machine learning, such as supervised, unsupervised
and reinforcement learning, the latter one gives us the most suitable way to
implement BOT's behavior in FPS game. During reinforcement learning BOT
receives an award for each committed action, which allows him to accumulate
an experience of various game situations and to act in accordance with the
collected knowledge, constantly modifying its tactical and strategy decisions [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
The disadvantage of such an approach is that reinforcement learning methods
require to remember each speci c pair of state-action.
      </p>
      <p>A weapon selection tactics for the BOT should be similar to human player's.
In real life we often could not predict the result of an action that we are going to
perform. Humans' decisions are based on their personal experience. So, the agent
interacts with the environment by performing some actions and then receiving
reward from the environment. The purpose of this method is to train the agent
to select actions in order to maximize reward value dependently on environment
states. In such a model BOTs will choose the most e ective weapons with respect
to computed parameters of the game environment.</p>
      <p>
        We apply a weapon selection model that is based on neural network from
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. FALCON (Fusion Architecture for Learning, Cognition, and Navigation)
is a self-organizing neural network that performs reinforcement learning. The
structure of this neural network comprises a cognitive eld of neurons (it can
be also named a category eld) and 3 input elds: sensory eld, motor eld and
feedback eld shown at the Figure 2. Sensory eld is designed for representing
states of environment. Motor eld is designed for representing actions that agent
can perform (in our case, an action is selecting the most suitable weapon).
Feedback eld is designed for representing reward values. Neurons of input elds are
connected to neurons of a cognitive eld by synapses. FALCON enables BOT to
remember value of the reward that was received by the BOT when it used some
weapon in a particular environment state and uses this information to select
e ective weapons in future.
      </p>
      <p>As of today, we use the values of distance between the BOT and the
enemy and enemies current velocity as state parameters; the set of weapons that
accessible to BOT includes ri e, shot-gun, machine-gun and knife. Each of the
weapons has advantages and disadvantages. Reward value is calculated using the
following formula:</p>
      <p>r = (a + b distance) damage; a = 1; b = 9 was found optimal,
where distance is a normalized value of the distance between the BOT and the
enemy, and damage is taken as normalized value of damage that the BOT in icts
to the enemy.</p>
      <p>We add new features to the FALCON algorithm to improve it with respect
to human's decision patterns:
{ We remove the neuron when the number of its unsuccessful exceeded the
number of successful;
{ We remove the neuron if its consecutive activity brought zero reward;
{ We limit the size of cognitive eld for the case of network retraining by
removing the neurons with the minimum average award;
{ We change weighting coe cients of network only if we receive a positive
reward.</p>
      <p>The latter condition di ers from what humans do. We always try to create a
new strategy to overcome negative rewards, but a BOT simply try to forget all
negative experience and try to make its signi cant part better with obtaining
positive reward.</p>
      <p>The results of experiments for one hundred of weapon usages are shown in
the Table 1.</p>
      <p>As a reader can see, a Sniper Ri e was used more e ciently for long ranges
with enemy's higher velocity. A Shot Gun was used more optimal for short range
distances and with greater amount of reward increasing it by 50%. A Machine
Gun was used e ciently only for a decreased distance, which means that our
aiming techniques do not work quite well for a rapid- ring weapon. The example
of a modi ed FALCON showed us that neural network based on the FALCON
can be applied to human-like selecting e ective weapons by BOTs during the
battle in rst person shooter.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Path Planning and Path Finding</title>
      <p>
        Path planning and path nding problems are signi cant in robotics and
automation elds, especially in games. There is a major number of approaches for path
planning, such as [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        The rst strategy of path planning is connected with providing believable
trajectory of BOT motion to a xed goal under some constraints. In game
programming, Voronoi diagrams ( k -nearest neighbour classi cation rule with k = 1 ) are
used to make a partition of a navigation mesh to nd a collision free path in
game environments [
        <xref ref-type="bibr" rid="ref14 ref17 ref19">14,17,19</xref>
        ]. Smooth paths for improving realism of BOT
motion are made through splines [
        <xref ref-type="bibr" rid="ref20 ref21">20,21</xref>
        ] or by using Bezier curves [
        <xref ref-type="bibr" rid="ref15 ref17 ref22 ref23">15,17,22,23</xref>
        ].
We used combined approach of both smoothing methods following the works of
[
        <xref ref-type="bibr" rid="ref15 ref24 ref25">15,24,25</xref>
        ].
      </p>
      <p>The second strategy of path planning consists of computing tactical
properties of a map as a characteristic of Voronoi regions areas. We compute o ine
tactical visibility characteristics of a map for further path nding penalties and
frag map usage to transform paths found by the rst strategy to optimise certain
game criteria.</p>
      <p>
        The navigation starts with BOT's query to navigation system. Navigation
system uses path nding algorithm I{ARA anytime algorithm from [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] to
obtain a sequence of adjacent polygons on navigation mesh. Then a sequence
of polygons is converted into a sequence of points. Finally, BOT receives a
sequence of points and build a collision free path to walk. We design the interface
for an interaction between a querier and the navigation system at each
iteration of A algorithm. We use region parameters to manage penalties for path's
curvature, crouching and jumping at the current Voronoi cell. There is also a
special method for querier to in uence the navigation with respect to previous
movement direction, similar to Markov's chains in path planning [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. We also
used general penalties, such as base cost, base enter cost and no way ag, which
can be dynamically modi ed by any game event.
      </p>
      <p>Now we describe a family of path nding algorithms and how we could use
modeling human behavior to reduce their complexity. In contrast to the
Dijkstra's algorithm, A* target search uses information about the location of a
current goal and choose the possible paths to the goal with the smallest cost
(least distance obtained), considering the path leading most quickly to the goal.</p>
      <p>
        Weighted A* as it was presented in [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] was a modi ed algorithm of A* search
with the use of arti cially increased heuristics, which leads to the fact that the
found path was not optimal. The improvement of these algorithms is ARA* [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
The purpose of this algorithm is to nd the minimum suboptimal path between
two points in the graph under time constraints. It is based on iterative running
of weighted A* with decreasing to 1 heuristics values. If it decreases exactly to
1, then the found path is optimal.
      </p>
      <p>
        Algorithm I-ARA* works as well as repeated ARA*, with the only di erence
that it uses the information from the previous iteration [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. The rst search
made using I-ARA* is simple ARA* search.
      </p>
      <p>We present a modi cation of I-ARA* as human discrete optimisation
decisionmaking: rather than looking at each step for a new path to the target we simply
walk proposed suboptimal path until we passed a certain part (partial path
length) from the previously found path. The larger the distance, the longer the
last iteration I-ARA*, so most of the time-consuming iterations of this algorithm
could be omitted. As a result, we found that the number of moves in modi ed
and original I-ARA* algorithms di ers not greater than 10% in average but time
for computation has been signi cantly reduced by 5-20 times when labyrinth has
not extremely dense wall structure.</p>
      <p>For proper work of I-ARA algorithm, each penalty is jammed to a limited
range, so the resulting penalty is not less than the Euclidean distance, which
is used as heuristics in our implementation. Once a path is found, it should be
converted into a point sequence.</p>
      <p>We generated 2D mazes with sizes of 300 by 300 and 600 to 600 with density
of free cells equaled to 0.1, 0.2, 0.3, 0.4. For every eld size 100 trials have been
conducted. During each test, we choose 30 pairs of random free cells and test
the value of the heuristic P as percentage of a path length to go until next
computation will be needed. In the Table 2 we presented the results of searching
path time decreasing (%) and path length increasing (%) for modi ed I-ARA .
It is easy to see that for dense mazes our modi cation signi cantly wins in time
with path length stabilizing or even shortening. For sparse mazes increasing of
P leads to the error increasing.
When developing a BOT navigation, smoothing is one of the key steps. It is
the rst thing for a human to distinguish a BOT from a human player. Several
approaches can be used to smooth movements. Bezier curves seem to be the
most suitable because they could be represented as a sequence of force pushes
from obstacles guaranteeing that BOT will not be stuck into an obstacle.</p>
      <p>
        In practice, the contribution of visibility component to remain undetected
during BOT motion is very low if we are not taking into account the enemies'
movements. We consider the relative dependence of the smooth low-visibility
path length with the length of the shortest path obtained by Recast navigation
mesh. The resulting di erence between the smooth paths with and without a
visibility component does not exceed 10{12% [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], so taking into account tactical
information seems to be a useful decision. The di erence in 15{25% between
smooth path length from our algorithm and the results from [
        <xref ref-type="bibr" rid="ref24 ref25">24,25</xref>
        ] is not too
signi cant because we mainly focus on constructing realistic randomized paths
for BOTs. We also create OWL reasoner to choose whether we have to use
smoothing or piece-wise linear path to answer query for current combat situation
like it is shown at the Figure 3. When implementing such an algorithm in 3D
rstperson shooter, we obtained more realistic motion behaviours than the minimized
CBR-based path, while saving the property of the path to be suboptimal.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>We started our research with stating the thesis that modeling human behavior
in video games could be presented as game arti cial intelligence problem that
should be implemented by algorithms with human patterns of discrete
optimisation. We used obvious assumptions on neuron to be useful in terms of short
memory usage to balance neural network. Smoothing path trajectory was obtained
through a native obstacle avoidance model supporting enough degree of
randomness. Path nding algorithm with reduced time computations was obtained
from discrete choice model used by human players ( rstly implemented as the
rst and the simplest game AI for ghost-BOT in computer game PACKMAN).
We hope that idea to use the simplest optimisation criteria from the Occam's
razor to model human behavior in video games is a key to understanding correct
reasoning of models containing information about evolution of decision-making
models while increasing its game experience.</p>
    </sec>
  </body>
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