Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games
Alessandro Sestini, Alexander Kuhnle, Andrew D. Bagdanov

TL;DR
This paper introduces two novel neural network architectures for deep reinforcement learning agents in roguelike games, enhancing their ability to adapt to design changes and complex categorical states without retraining.
Contribution
Proposes dense embedding and Transformer-based architectures to improve generalization and adaptability of NPC behaviors in complex, dynamic roguelike game environments.
Findings
Enhanced agent generalization to unseen states
Improved adaptation to game design changes
Reduced need for retraining during development
Abstract
Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network…
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Taxonomy
TopicsReinforcement Learning in Robotics · Artificial Intelligence in Games · Generative Adversarial Networks and Image Synthesis
MethodsLinear Layer · Absolute Position Encodings · Position-Wise Feed-Forward Layer · Layer Normalization · Byte Pair Encoding · Label Smoothing · Residual Connection · Multi-Head Attention · Adam · Dense Connections
