Plenary
Lecture
A New Artificial Intelligence in Game Design -
Introduction to Reinforcement Learning
Assistant Professor Shao-Shin Hung
Department of Computer Science and Information
Engineering
WuFu Institute of Technology
Taiwan
E-mail:
hss@cs.ccu.edu.tw
Abstract: The past few years have seen steady
improvements in computer technology for graphics, sound,
networking and processing power. Computer-controlled,
non-player characters facilitate games and activities in
these worlds and may interact with hundreds of thousands
of human-controlled characters. The game theory domain
is been widely regarded as appropriate for understanding
the concepts of machine learning. Scientists usually
focus on strategic games and make efforts to create
“intelligent” programs that efficiently compete with
human players. Such games are suitable for further
studying because of their complexity and the
opportunities they offer to explore winning strategies
However, artificial intelligence technology to control
non-player characters has, so far, lagged behind
advances in other virtual world technologies. There is
now a need for more believable and intelligent
non-player characters to support and enhance virtual
world applications.
This speech presents a new artificial intelligence
technique – motivated reinforcement learning – for the
development of non-player characters in multiuser games.
On the other side, reinforcement learning is considered
as one of the most suitable and prominent methods for
solving game problems due to its capability to discover
good strategies by extended self-training and limited
initial knowledge. For example, humans and animals have
the ability to focus and adapt their behavior. These
behavioral traits are also an advantage for artificial
agents in complex or dynamic environments, where only a
small amount of available information may be relevant at
a particular time, and relevant information changes over
time. Motivated reinforcement learning combines
computational models of motivation with advanced machine
learning algorithms – to empower non-player characters
to self identify new tasks on which to focus their
attention and learn about.
Finally, both theoretical and practical issues are
addressed for developing adaptive, dynamic non-player
characters. Focus applications include multiuser,
role-playing and simulation games.
Brief Biography of the Speaker:
Shao-Shin Hung received the MS. and Ph.D. degrees
Computer Science and Information Engineering from
National Cheng Chung University Taiwan, in 1992 and
2007, respectively.
Currently, he is an Assistant Professor at the
Department of Computer Science and Information
Engineering, WuFu Institute of Technology. He serves as
a program committee of the 2nd Int. Multi-Conference on
Engineering and Technological Innovation (IMETI09), the
4th International Conference on Ubiquitous Information
Technologies & Applications (ICUT 2009). He also serves
as an Associate Editor/Editorial Board member of the
following international journals, such as the Open
Software Engineering Journal, the Open Industrial and
Manufacturing Engineering Journal, and the Open
Artificial Intelligence Journal. He is a paper reviewer
of Vis'07, Vis'08, VAST'08, Vis'09 and Journal of
Information Science.
His research interests include computational
intelligence, data mining, intrusion detection and
applications of 3D game system tools. He is a member of
the ACM and the IEEE Computer Society.
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