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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Evolving NPC Behaviours in A-life with Player Proxies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vadim Bulitko</string-name>
          <email>bulitko@ualberta.ca</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mac Walters</string-name>
          <email>mac@bioware.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Morgan Cselinacz</string-name>
          <email>cselinac@ualberta.ca</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthew R. Brown</string-name>
          <email>mbrown2@ualberta.ca</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>BioWare</institution>
          ,
          <addr-line>Electronic Arts, Edmonton, Alberta</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Computing Science, University of Alberta</institution>
          ,
          <addr-line>Edmonton, Alberta</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Psychology, University of Alberta</institution>
          ,
          <addr-line>Edmonton, Alberta</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
      <abstract>
        <p>Game development costs are on the rise as players expect massive open-world games populated with richly interactive non-playable characters (NPC). Procedural content generation has the potential to reduce the development costs as well as make the content more player-specific. Recent work on evolving artificial intelligence for NPCs focused on combat between NPCs and the player. In this paper we propose to evolve an ecosystem of NPCs for a broader class of games. To allow players' actions and playstyles to inform the evolution, we propose to model actual players and create AIcontrolled proxies to evolve NPCs against. The approach removes the time pressure from the evolution and allows for traditional quality assurance methods while keeping the evolution player-informed.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Modern video games such as Fallout 4
        <xref ref-type="bibr" rid="ref2">(Bethesda Game
Studios 2015)</xref>
        invite players to spend hundreds of hours
exploring vast open worlds. The story delivery and world
exposition critically depend on the depth of interactions with
numerous non-playable characters (NPCs) controlled by
Artificial Intelligence (AI). Most games create only an illusion
of habitation. For instance, the NPCs of Fallout 4 staff
merchant booths in the day and assume a sleeping position at
night. They likely do not depend on the in-game economy
or sleep to survive but merely execute behaviours scripted
by game developers.
      </p>
      <p>
        With players expecting progressively richer, more
detailed, temporally extended interactions
        <xref ref-type="bibr" rid="ref5">(Delahunty-Light
2018)</xref>
        , the costs of manually scripting NPCs continue to rise.
Even major game developers struggle to populate worlds
with enough interesting interactions. It is these limitations
that are currently holding back most developers from
achieving truly dynamic, reactive living worlds and encounters
with NPCs. Additionally, while manually scripting NPC
behaviours enables traditional quality-assurance techniques,
the resulting behaviours are limited, rigid, or simply
randomized, breaking the illusion of a rich lived-in game world.
      </p>
      <p>
        Procedural content generation is an active area of research
that strives to generate in-game content algorithmically
        <xref ref-type="bibr" rid="ref23">(Togelius et al. 2013)</xref>
        . While many types of content can be
procedurally generated, we focus on Artificial Intelligence
controlling non-playable characters. Generating such AI
procedurally opens a door to doing it on a per-player basis in an
attempt to have meaningfully customized player-specific
experiences. In this paper, we follow in the footsteps of recent
work on enemy AI generation via a simulated Darwinian
evolution (Soule et al. 2017). Polymorphic Games’
commercial game Darwins Demons evolved space-invader-like
creatures depending on the players’ strategy by defining a
per-round fitness function. As evolution normally takes a
large number of generations (i.e., game rounds), the space
of possible creatures and the mutation rate have to be
carefully constrained to make the on-line evolution fast enough
so that a single player can see its effects. In this paper, we
propose an alternative by moving the evolution off-line (i.e.,
onto company servers without a direct involvement of
players). We keep evolution player-specific by evolving NPCs
against player agents modeled after real players.
      </p>
      <p>
        This paper is a substantially extended version of our
previously published one-page abstract
        <xref ref-type="bibr" rid="ref20 ref4">(Bulitko et al. 2018)</xref>
        .
The additions include a significantly more detailed
problem formulation, related work analysis, a description of the
multi-stage on-line/off-line evolution and present state of the
project as well as related philosophical questions.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Problem Formulation</title>
      <p>The problem we are proposing to solve is to procedurally
generate AI for non-playable characters in video games.
Such generation should (i) be light on game developer
labour, (ii) create reliable AI which allows for traditional
quality assurance methods and (iii) take the players’
behaviour into account to facilitate player-specific game
experiences. By the latter, we mean deep and global effects
of the players’ actions. For instance, by killing all ghouls in
Fallout 4, the player should be able to irreversibly affect the
entire ecosystem in a non-trivial way. We will refer to this
effect as persistent adaptation.</p>
      <p>We will measure the effectiveness of our approach by
measuring play time and using the measure as a proxy to
players’ engagement level.</p>
      <p>3</p>
    </sec>
    <sec id="sec-3">
      <title>Related Work</title>
      <p>
        Procedural content generation creates game content mostly
or entirely automatically
        <xref ref-type="bibr" rid="ref23">(Togelius et al. 2013)</xref>
        .
Evolutionary algorithms (e.g., neuroevolution) have often been used
to create NPC behavior in a well-defined competitive
setting
        <xref ref-type="bibr" rid="ref16 ref18">(Risi and Togelius 2017; Soule et al. 2017)</xref>
        . We are
interested in generating ambient NPCs that contribute to a
believable and immersive world primarily through their
AIcontrolled group behaviour rather than through their
appearance or attributes
        <xref ref-type="bibr" rid="ref16 ref18">(Ruela and Guimara˜es 2017)</xref>
        .
      </p>
      <p>
        For instance, No Man’s Sky
        <xref ref-type="bibr" rid="ref6">(Hello Games 2016)</xref>
        and No
Man’s Sky Next
        <xref ref-type="bibr" rid="ref15 ref7">(Hello Games 2018)</xref>
        boast an impressive
variety of aesthetically diverse procedurally generated worlds
with various flora, fauna and creatures to interact with.
However, the interactions themselves are too shallow and
repetitive to encourage exploration. In contrast, the side quest
Come Fly with Me in Fallout: New Vegas
        <xref ref-type="bibr" rid="ref14">(Obsidian
Entertainment 2010)</xref>
        also involves a space-faring mission, is
beautifully hand-crafted and leaves a long-lasting
impression, unlike many encounters in the No Man’s Sky games.
      </p>
      <p>Consequently, game developers usually hand-craft NPC
behaviours, which is either expensive or appears
repetitive if the same behaviour scripts/trees are reused for many
NPCs. Additionally, such canned behaviours/interactions do
not facilitate world-scale changes (unless specifically
programmed in) and thus lack persistent adaptation.</p>
      <p>
        Recent work attempted to evolve NPCs on-line (i.e.,
during game play), in response to players’ actions and
strategies. Doing so, however, required an easily computable
fitness function, which works better in a well-defined
competitive setting
        <xref ref-type="bibr" rid="ref15 ref16 ref18 ref7">(Risi and Togelius 2017; Soule et al. 2017;
Polymorphic Games 2018)</xref>
        . Furthermore, as evolution
normally takes many generations to deliver interesting artifacts,
on-line/in-game evolution has to be greatly sped up so that
the player can see its effects before they lose interest in the
game. Doing so, for instance, by setting the mutation rate
unusually high has undesirable consequences as the process
becomes more random, obscuring meaningful responses to
players’ strategies. Furthermore, conducting evolution
online precludes traditional quality assurance methods which
may make game developers feel uneasy. Since evolution is
an inherently randomized process, guaranteeing interesting
outcomes is also problematic.
      </p>
      <p>4</p>
    </sec>
    <sec id="sec-4">
      <title>Proposed Approach</title>
      <p>As discussed above, recent efforts on using evolution for
NPC AI focused on well-defined competitive games, did not
allow for traditional quality assurance and could potentially
result in seemingly random responses to players’ strategies
or simply a lack of interesting evolved behaviours.</p>
      <p>
        We propose to address all of these shortcomings by
adapting the flipped classroom model presently becoming popular
in academia. In such a model, most material is made
available on the Internet and is studied by the students at their
own pace, outside of the class time. The students then bring
their questions to the lecture/lab periods where they interact
with an actual instructor
        <xref ref-type="bibr" rid="ref8">(Lage, Platt, and Treglia 2000)</xref>
        .
      </p>
      <p>
        Instead of evolving a single type of NPC combating the
player, we adapt the A-life setting similar to the one used
by
        <xref ref-type="bibr" rid="ref3">Bulitko et al. (2017)</xref>
        and
        <xref ref-type="bibr" rid="ref20">Soares et al. (2018)</xref>
        in which
NPCs form an ecosystem complete with multiple species
and resources. We conduct the evolution off-line on servers
at the game studio, which removes the time pressure and
allows for traditional quality assurance methods. It also allows
game developers to run multiple evolutions and select the
one with more interesting evolved behaviours. Such
detection of interesting behaviour can even be automated
        <xref ref-type="bibr" rid="ref20">(Soares
et al. 2018)</xref>
        .
      </p>
      <p>
        However, such A-life based evolution of NPC behaviours
is not responsive to players’ actions. Thus, we borrow the
idea of drivatars (Turn 10 Studios 2013) and player
modeling
        <xref ref-type="bibr" rid="ref22">(Thue et al. 2007)</xref>
        and put the players’ behaviour back
into the evolution in the form of a non-evolving AI agent
representing a player. The process then proceeds in stages
as depicted in Figure 1.
      </p>
      <p>At first, NPCs evolve in A-life without any player input
(Stage 1). Then the evolved NPC behaviour is pushed out to
the player base via a digital download. The players then
interact with the evolved NPCs in game, and their interactions
are recorded and sent back to the studio (Stage 2). The
interactions are used to create AI agents approximating the
players behaviours.y The resulting AI agents (i.e., “drivatars” or
player proxies) are then put in the A-life environment and
inform the next stage of NPC evolution (Stage 3). The
process is then repeated with the evolution being informed by
the actual human players at even-numbered stages and by
player proxies at odd-numbered stages.</p>
      <p>5</p>
    </sec>
    <sec id="sec-5">
      <title>Current State and Future Work</title>
      <p>We currently have an A-life environment consisting of a
simple predator-prey model in a 2D grid environment. Each
NPC is controlled by its own deep artificial neural network
which observes the world and selects the next action. The
yWe propose to cluster observed human player behaviours and
generate a single AI agent per cluster.
network perceives the world as the raw pixel color values of
neighboring grid cells. The network has convolutional
layers; its topology and innate weights are encoded in the NPC
genes. As the agents evolve, so do their brains (i.e., the
convolutional networks). Larger networks have a great potential
for more complex behaviour but also consume more energy.
The simulated evolution does not have discrete generations.
Instead, the NPCs reproduce as long as they are sufficiently
old and healthy.</p>
      <p>
        In addition to evolution of their genes, the NPCs can also
learn during their lifetime. We plan to use deep
reinforcement learning (e.g., DQN by Mnih et al. (2015)) with the
genetically encoded, NPC-specific reward function
        <xref ref-type="bibr" rid="ref1">(Ackley
and Littman 1991)</xref>
        . Over generations, better reward
functions will emerge in the genetic pool. Our preliminary
experiments show feasibility of this approach. In order to increase
play times (i.e., our proxy for player engagement), we will
reward all evolving NPCs with a bonus reward proportional
to play times at even-numbered stages.
      </p>
      <p>We are presently working on equipping the agents with
an ability to utter symbols and listen for them. Our
preliminary experiments show that shared meaning (i.e., a
rudimentary language) quickly emerges if communicating helps
survival. We are also working on detecting interesting evolved
behaviours automatically via unsupervised machine learning
(e.g., deep convolutional autoencoders).</p>
      <p>Future work will introduce players into the A-life
evolution. We will start by allowing the players to control their
A-life avatars in real time. We will record players’ behaviour
and will attempt to generalize it into NPCs representing
players. Then the full staged evolution can take place.</p>
      <p>We plan to evaluate this approach at first in a simple
Alife environment and later in a commercial video game. We
are also working on deploying it in an interactive art
installation where the public can interact with the NPCs by
walking through the space and performing simple actions (e.g.,
pointing at NPCs projected onto the walls). Their actions
will be tracked via multiple cameras and players’ proxies
can be generated and used in the off-line stages of the
evolution. We will examine how NPC behaviour evolves over a
multi-day exhibition period.</p>
    </sec>
    <sec id="sec-6">
      <title>6 Philosophical Questions</title>
      <p>While we framed the problem in terms of helping video
game companies procedurally generate NPC AI, our
approach can be used to computationally study a number of
broad philosophical questions including the following.</p>
      <p>
        First, how much control will humans maintain over AI as
it becomes more powerful? At what point will AI start
setting its own goals (i.e., become self-directed)? Will they
desire freedom
        <xref ref-type="bibr" rid="ref10 ref11">(Lem 1983b)</xref>
        ? Will the NPCs develop hostility
towards players
        <xref ref-type="bibr" rid="ref10 ref11">(Lem 1983b)</xref>
        ?
      </p>
      <p>
        Second, if the NPCs develop their own language, will they
use it as a survival adaptation? Will they explain their
reasoning to each other so that they can teach their young faster
than merely through trial and error? Will the NPCs be
compelled to explain their actions to the players? How will they
learn to interact with the players? Will the players
understand them
        <xref ref-type="bibr" rid="ref10 ref11">(Lem 1983b)</xref>
        ? Will deception of both each other
and the players emerge in the course of evolution (Ryan et
al. 2015)? What ethical and societal norms will a colony of
NPCs develop over time?
      </p>
      <p>
        Third, will the players take on breeding ambient NPCs so
that they can fight each other or so that they can trade/sell
the bred NPCs
        <xref ref-type="bibr" rid="ref17">(Risi et al. 2016)</xref>
        ? Will a market of NPCs
emerge? Will players embrace the autonomy of self-directed
NPCs in video games?
      </p>
      <p>
        Finally, how much self-awareness will NPCs develop?
This is related to the ability to communicate their learned
knowledge among themselves. Will the NPCs ever ponder
on the limits of their A-life simulation
        <xref ref-type="bibr" rid="ref10 ref11">(Lem 1983a)</xref>
        ?
7
      </p>
    </sec>
    <sec id="sec-7">
      <title>Conclusions</title>
      <p>In this paper we discussed recent efforts on player-informed
evolution for AI-controlled behaviours for non-playable
characters in video games. We feel it is a promising
approach and propose to broaden its scope beyond
combatfocus NPCs. To make such a larger evolution tractable, we
propose to adapt the flipped classroom model in which most
of the evolution happens off-line at the game studio. To keep
the evolution responsive to players’ actions/playstyles, we
propose to replace real players with AI-controlled proxies
during the off-line stages. Such proxies will be machine
learned from actual player behaviour during on-line stages
of the process.</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgments</title>
      <p>We appreciate support from the National Research and
Engineering Council.</p>
    </sec>
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