Implementing Racing AI using Q-Learning and Steering Behaviours
Child, C. H. T. & Trusler, B. P. (2014). Implementing Racing AI using Q-Learning and Steering Behaviours. In: Dickinson, P & Geril, P (Eds.), 15th International Conference on Intelligent Games and Simulation. GAMEON 2014 (15th annual European Conference on Simulation and AI in Computer Games), 09-09-2014 - 11-09-2014, University of Lincoln, Lincoln, UK.
Abstract
Artificial intelligence has become a fundamental component of modern computer games as developers are producing ever more realistic experiences. This is particularly true of the racing game genre in which AI plays a fundamental role. Reinforcement learning (RL) techniques, notably Q-Learning (QL), have been growing as feasible methods for implementing AI in racing games in recent years. The focus of this research is on implementing QL to create a policy which the AI agents to utilise in a racing game using the Unity 3D game engine. QL is used (offline) to teach the agent appropriate throttle values around each part of the circuit whilst the steering is handled using a predefined racing line. Two variations of the QL algorithm were implemented to examine their effectiveness. The agents also make use of Steering Behaviours (including obstacle avoidance) to ensure that they can adapt their movements in real-time against other agents and players. Initial experiments showed that both types performed well and produced competitive lap times when compared to a player.
Publication Type: | Conference or Workshop Item (Paper) |
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Additional Information: | Paper was presented at GAMEON'2014 |
Publisher Keywords: | Q-Learning; Reinforcement Learning; Steering Behaviours; Artificial Intelligence; Computer Games; Racing Game; Unity |
Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
Departments: | School of Science & Technology > Computer Science |
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