Pseudo-visibility: A Game Mechanic Involving Willful Ignorance

We present a game mechanic called pseudo-visibility for games inhabited by non-player characters (NPCs) driven by reinforcement learning (RL). NPCs are incentivized to pretend they cannot see pseudo-visible players: the training environment simulates an NPC to determine how the NPC would act if the...

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Bibliographic Details
Published inProceedings of the ... International Florida Artificial Intelligence Research Society Conference Vol. 35
Main Authors Alexander, Samuel, Pedersen, Arthur Paul
Format Journal Article Conference Proceeding
LanguageEnglish
Published George A. Smathers Libraries 04.05.2022
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Summary:We present a game mechanic called pseudo-visibility for games inhabited by non-player characters (NPCs) driven by reinforcement learning (RL). NPCs are incentivized to pretend they cannot see pseudo-visible players: the training environment simulates an NPC to determine how the NPC would act if the pseudo-visible player were invisible, and penalizes the NPC for acting differently. NPCs are thereby trained to selectively ignore pseudo-visible players, except when they judge that the reaction penalty is an acceptable tradeoff (e.g., a guard might accept the penalty in order to protect a treasure because losing the treasure would hurt even more). We describe an RL agent transformation which allows RL agents that would not otherwise do so to perform some limited self-reflection to learn the training environments in question.
ISSN:2334-0762
2334-0754
DOI:10.32473/flairs.v35i.130652