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Towards Interactive Training of Non-Player Characters in Video Games

arXiv 1906.00535 ↗First posted 3 Jun 2019cs.LG cs.AIcited by 3

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Abstract (arXiv)

There is a high demand for high-quality Non-Player Characters (NPCs) in video games. Hand-crafting their behavior is a labor intensive and error prone engineering process with limited controls exposed to the game designers. We propose to create such NPC behaviors interactively by training an agent in the target environment using imitation learning with a human in the loop. While traditional behavior cloning may fall short of achieving the desired performance, we show that interactivity can substantially improve it with a modest amount of human efforts. The model we train is a multi-resolution ensemble of Markov models, which can be used as is or can be further "compressed" into a more compact model for inference on consumer devices. We illustrate our approach on an example in OpenAI Gym, where a human can help to quickly train an agent with only a handful of interactive demonstrations. We also outline our experiments with NPC training for a first-person shooter game currently in development.

Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). First posted on arXiv 3 Jun 2019.

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Citing papers per year: 2021: 1; 2022: 1; 2023: 0; 2024: 0; 2025: 1.

3 papers.

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  1. 2024Behavioural Cloning in VizDoom
  2. 2020Benchmarking End-to-End Behavioural Cloning on Video Games
  3. 2026NitroGen: An Open Foundation Model for Generalist Gaming Agents
  4. 2024Efficient Active Imitation Learning with Random Network Distillation
  5. 2021Creating Multimodal Interactive Agents with Imitation and Self-Supervised Learning
  6. 2024Zero-shot Imitation Policy via Search in Demonstration Dataset
  7. 2024Robust Imitation Learning for Automated Game Testing
  8. 2023Visual Encoders for Data-Efficient Imitation Learning in Modern Video Games