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English(EN) For How Long Should We Be Punching? Learning Action Duration in Fighting Games

AI智能体学习格斗游戏中的动作时长

研究人员开发了一个新的格斗游戏强化学习框架,允许智能体不仅学习采取什么行动,还学习执行该行动的时长。这种方法使智能体能够动态调整其响应能力,超越了当前强化学习系统中常见的固定决策间隔。在FightLadder环境中的实验表明,学习到的时序可以匹配固定的帧跳过性能,并鼓励可重复的动作模式,尽管智能体通常在帧跳过率较高时表现最佳,从而导致针对脚本化机器人的剥削性策略。 AI

影响 引入了一种新颖的强化学习方法,用于游戏中的动态动作时序,有可能提高智能体的适应性和策略。

排序理由 该集群包含一篇学术论文,详细介绍了针对游戏智能体的新型强化学习方法。

在 arXiv cs.AI 阅读 →

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AI智能体学习格斗游戏中的动作时长

报道来源 [3]

  1. arXiv cs.AI TIER_1 English(EN) · Hoang Hai Nguyen, Kurt Driessens, Dennis J. N. J. Soemers ·

    For How Long Should We Be Punching? Learning Action Duration in Fighting Games

    arXiv:2605.20911v1 Announce Type: new Abstract: Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, …

  2. arXiv cs.AI TIER_1 English(EN) · Dennis J. N. J. Soemers ·

    For How Long Should We Be Punching? Learning Action Duration in Fighting Games

    Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, typically every frame or every N frames. Althoug…

  3. Hugging Face Daily Papers TIER_1 English(EN) ·

    For How Long Should We Be Punching? Learning Action Duration in Fighting Games

    Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, typically every frame or every N frames. Althoug…