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Reinforcement Learning in Tower Defense

dc.contributor.authorDias, Augusto Vicente Fernandes
dc.contributor.authorFoleiss, Juliano Henrique
dc.contributor.authorLopes, Rui Pedro
dc.date.accessioned2022-04-04T10:27:38Z
dc.date.available2022-04-04T10:27:38Z
dc.date.issued2022
dc.description.abstractReinforcement learning is a machine learning technique that makes a decision based on a sequence of actions. This allows changing a game agent’s behavior through feedback, such as rewards or penalties for their actions. Recent work has been demonstrating the use of reinforcement learning to train agents capable of playing electronic games and obtain scores even higher than professional human players. These intelligent agents can also assume other roles, such as creating more complex challenges to players, improving the ambiance of more complex interactive games and even testing the behavior of playerswhen the game is in development. Some literature has been using a deep learning technique to process an image of the game. This is known as the deep Q network and is used to create an intermediate representation and then process it by layers of neural network. These layers are capable of mapping game situations into actions that aim to maximize a reward over time. However, this method is not feasible in modern games, rendered in high resolution with an increasing frame rate. In addition, this method does not work for training agents who are not shown on the screen. In this work we propose a reinforcement learning pipeline based on neural networks, whose input is metadata, selected directly in the game state, and the actions are mapped directly into high-level actions by the agent.We propose this architecture for a tower defense player agent, a real time strategy game whose agent is not represented on the screen directly.pt_PT
dc.description.sponsorshipThis work has been supported by FCT – Fundação para a Ciência e Tecnologia within the Project Scope: UIDB/05757/2020pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationDias, Augusto; Foleiss, Juliano; Lopes, Rui Pedro (2022). Reinforcement learning in tower defense. In Eds. Barbedo, Inês; Barroso, Bárbara; Legerén, Beatriz; Roque, Licínio; Sousa, João Paulo Videogame sciences and arts: 12th international conference, VJ 2020. Cham: Springer Nature. p. 127-139. ISBN 978-3-030-95304-1pt_PT
dc.identifier.doi10.1007/978-3-030-95305-8_10pt_PT
dc.identifier.isbn978-3-030-95304-1
dc.identifier.isbn978-3-030-95305-8
dc.identifier.urihttp://hdl.handle.net/10198/25322
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.relationResearch Centre in Digitalization and Intelligent Robotics
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectReinforcement learningpt_PT
dc.subjectArtificial intelligencept_PT
dc.subjectNeural networkpt_PT
dc.subjectTower defensept_PT
dc.titleReinforcement Learning in Tower Defensept_PT
dc.typeconference paper
dspace.entity.typePublication
oaire.awardTitleResearch Centre in Digitalization and Intelligent Robotics
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F05757%2F2020/PT
oaire.citation.endPage139pt_PT
oaire.citation.startPage127pt_PT
oaire.citation.titleVideogame sciences and arts: 12th international conference, VJ 2020pt_PT
oaire.citation.volume1531pt_PT
oaire.fundingStream6817 - DCRRNI ID
person.familyNameLopes
person.givenNameRui Pedro
person.identifier.ciencia-id8E14-54E4-4DB5
person.identifier.orcid0000-0002-9170-5078
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.nameFundação para a Ciência e a Tecnologia
rcaap.rightsrestrictedAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublicatione1e64423-0ec8-46ee-be96-33205c7c98a9
relation.isAuthorOfPublication.latestForDiscoverye1e64423-0ec8-46ee-be96-33205c7c98a9
relation.isProjectOfPublication6e01ddc8-6a82-4131-bca6-84789fa234bd
relation.isProjectOfPublication.latestForDiscovery6e01ddc8-6a82-4131-bca6-84789fa234bd

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