Machine learning for non-player character control is often unwieldy and takes a lot of time. In this talk we will share some reliable design patterns I have learnt researching and developing learning agents from collaborations on Age of Empires 4, Bleeding Edge, Minecraft and more.
Takeaways:
- A method to stabilise reinforcement learning to reliably improve Non-Player Character (NPC) performance;
- A simple way to make the NPC’s learnt behaviour more human-like;
- How to combine both to make NPC’s collaborate with any human player.