A Study on Auto Play Model using DNN Model of Parallel Structure in Turn Based RPG
1
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
AI shows performance on behalf of people in various fields. In games, AI is used in many ways. It is used in fields such as NPC (Non Player Character) production, game difficulty, and content creation. However, the AI used in the game shows excellent performance and is researched to beat people. When a good AI model exists in a game, increasing the difficulty of the game, the player may lose interest in the game. Therefore, the purpose of this paper is to develop artificial intelligence that supports people, not confrontation with people. Currently, there is an auto play system for games in the mobile market. In games, this system is not efficient because it uses a random method. Therefore, in this paper, we build an efficient auto play system using parallel DNN model. The newly constructed model and the existing random number model are compared through the game.
Abstract
AI shows performance on behalf of people in various fields. In games, AI is used in many ways. It is used in fields such as NPC (Non Player Character) production, game difficulty, and content creation. However, the AI used in the game shows excellent performance and is researched to beat people. When a good AI model exists in a game, increasing the difficulty of the game, the player may lose interest in the game. Therefore, the purpose of this paper is to develop artificial intelligence that supports people, not confrontation with people. Currently, there is an auto play system for games in the mobile market. In games, this system is not efficient because it uses a random method. Therefore, in this paper, we build an efficient auto play system using parallel DNN model. The newly constructed model and the existing random number model are compared through the game.
참고문헌 (11)
- Mnih, V., "Human-level control through deep reinforcement learning", Nature, 518(7540) (2015)
- TORRADO, "Deep reinforcement learning for general video game AI", IEEE Conference on Computational Intelligence and Games, pp.1~8 (2018)
- LUCAS, "Game AI Research with Fast Planet Wars Variants", IEEE Conference on Computational Intelligence and Games, pp.1~4 (2018)
- Boudreaux, "The Design and Implementation of a Testbed for Comparative Game AI Studies", GSTF Journal on Computing(JoC), 1, pp.1~ (2014)
- Bellemare, "Unifying count-based exploration and intrinsic motivation", Advances in Neural Information Processing Systems, pp.1471~1479 (2016)
- Mnih V, "Playing atari with deep reinforcement learning", arXiv:1312.5602, ~ (2013)
- Pathak, D., "Curiosity-driven exploration by self-supervised prediction", Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition Workshops, pp.16~17 (2017)
- Rosenblatt, Frank, "The perceptron: a probabilistic model for information storage and organization in the brain", Psychological review, 65(6) (1958)
- Artificial Intelligence and Creative Deep Learning GAN and Reinforcement Learning Technology Trends, "HA YEON", HA YEON, ~ (2017)
- 선민주, "‘Auto Play’ 를 통해 바라본 게임의 내러티브 변화 연구", 디지털콘텐츠학회논문지, 19(10), pp.1927~1936 (2018), 한국디지털콘텐츠학회[DOI]
- Saurabh Karsoliya, "Approximating Number of Hidden layer neurons in Multiple Hidden Layer BPNN Architecture", International Journal of Engineering Trends and Technology, 3(6), pp.714~717 (2012)
