Skip to main content

Comparing the Behaviour of Learning Agents

  • Chapter
  • First Online:
Motivated Reinforcement Learning

Abstract

Evaluating the behaviour of non-player characters is a complex problem. The multifaceted goals of non-player characters include:

• believable, realistic or intelligent behaviour;

• support for game flow;

• player engagement and satisfaction.

This list suggests at least three areas for comparing the behaviour of non-player characters: in terms of player satisfaction, in terms of game flow and in terms of the believability or intelligence of the character’s behaviour.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. G.N. Yannakakis and J. Hallam, Towards Capturing and Enhancing Entertainment in Computer Games, The Fourth Hellenic Conference on Artificial Intelligence, Springer-Verlag, pp. 432–442, 2006.

    Google Scholar 

  2. P. Rani, N. Sarkar and C. Liu, Maintaining optimal challenge in computer games through real-time physiological feedback, HCI International, Las Vegas, USA, 2005.

    Google Scholar 

  3. M. Csikszentmihalyi, Flow: the psychology of optimal experience, Harper Perennial, 1990.

    Google Scholar 

  4. J. Chen, Flow in games (and everything else). Communications of the ACM 50(4):31–34, 2007.

    Article  Google Scholar 

  5. J. Chen, Flow in Games. http://www.jenovachen.com/flowingames/about.htm (Accessed July, 2008).

  6. M. Duggan, The official guide to 3D game studio, Thomson Course Technology, 2007.

    Google Scholar 

  7. E. Byrne, Game level design, Cengage Delmar Learning, 2004.

    Google Scholar 

  8. A. Doull, The death of the level designer: procedural content generation in games. http://roguelikedeveloper.blogspot.com/2008/01/death-of-level-designer-procedural.html (Accessed July, 2008).

  9. L. Kaelbling, M. Littman and A. Moore, Reinforcement learning: a survey. Journal of Artificial Intelligence Research 4:237–285, 1996.

    Google Scholar 

  10. D. Berry and B. Fristedt, Bandit problems: sequential allocation of experiments, Chapman and Hall, London, 1985.

    MATH  Google Scholar 

  11. R.S. Sutton and A.G. Barto, Reinforcement learning: an introduction, The MIT Press Cambridge, Massachusetts, London, England, 2000.

    Google Scholar 

  12. B. Hengst, Discovering hierarchy in reinforcement learning with HEXQ, The 19th International Conference on Machine Learning, University of New South Wales, Sydney, Australia, pp. 243–250, 2002.

    Google Scholar 

  13. S. Singh, A.G. Barto and N. Chentanez, Intrinsically motivated reinforcement learning, Advances in Neural Information Processing Systems (NIPS), 17:1281–1288, 2005.

    Google Scholar 

  14. J.  Schmidhuber, Exploring the predictable. In A. Ghosh, S. Tsutsui (Eds.), Advances in Evolutionary Computing, pp. 579-612, Springer, 2002.

    Google Scholar 

  15. F. Kaplan and P.-Y. Oudeyer, Motivational principles for visual know-how development. In: C.G. Prince, L. Berthouze, H. Kozima, D. Bullock, G. Stojanov and C. Balkenius (Eds.), Proceedings of the 3rd international workshop on Epigenetic Robotics: Modelling cognitive development in robotic systems, Lund University Cognitive Studies, pp. 73–80, 2003.

    Google Scholar 

  16. X. Huang and J. Weng, Inherent value systems for autonomous mental development, International Journal of Humanoid Robotics, 4(2):407–433, 2007.

    Article  Google Scholar 

  17. R. Saunders and J.S. Gero, Designing for interest and novelty: motivating design agents, CAAD Futures 2001, Kluwer, Dordrecht, pp. 725–738, 2001.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Kathryn E. Merrick .

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

Merrick, K.E., Maher, M.L. (2009). Comparing the Behaviour of Learning Agents. In: Motivated Reinforcement Learning. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-89187-1_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-89187-1_4

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-89186-4

  • Online ISBN: 978-3-540-89187-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics