Summary of Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'

Summary of "Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'"

Overview:
This video presents a detailed case study on developing AI agents for the arena battle mode in the MMORPG Blade & Soul using Reinforcement Learning (RL). The project focuses on creating programmable, competitive AI agents capable of playing one-on-one battles with diverse fighting styles (aggressive, balanced, defensive) and performing at a professional gamer level.


Key Technological Concepts and Challenges:

  1. Problem Setting:
    • Blade & Soul arena battle is a real-time, one-on-one fighting game where players compete to reduce the opponent’s HP to zero within three minutes.
    • The game has 11 character classes; the project focused on the "Destroyer" class due to its popularity and fixed skill settings for fairness.
    • The agent observes the environment (HP, skill points, distance, cooldowns, arena boundaries) and chooses actions every 100 milliseconds.
    • Actions include skill use, movement, and targeting, with complex strategic trade-offs (e.g., crowd control skills before damage skills, timing resistance or escape skills).
  2. Challenges:
    • High Complexity: Extremely large state and action spaces (~101800 for the Destroyer), combining skill, movement, and targeting decisions.
    • Real-Time Response Constraint: Decisions must be made quickly, disallowing computationally expensive search methods; neural network policies are used for efficient inference.
    • Generalization: The AI must perform well against a wide variety of opponents, including human players with unpredictable styles.
    • Guiding Fighting Styles: Without hard-coded rules, the AI needs to exhibit diverse styles (aggressive, balanced, defensive) through reward shaping.

Reinforcement Learning Approach:


Engineering Techniques:


Experimental Results:


Professional Evaluation:


Conclusions:

  1. Successfully created pro-level AI for a complex real-time fighting game using Reinforcement Learning.
  2. Demonstrated that diverse fighting styles can be guided via reward shaping without hard-coded rules.
  3. Developed robust AI through self-play with a diverse opponent pool.
  4. Employed engineering techniques to reduce problem complexity and accelerate learning.

Speakers / Sources:


Additional Notes:

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Technology

Video