Electronic Theses and Dissertations (Masters)

Permanent URI for this collectionhttps://hdl.handle.net/10539/38006

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    Creating an adaptive collaborative playstyle-aware companion agent
    (University of the Witwatersrand, Johannesburg, 2023-09) Arendse, Lindsay John; Rosman, Benjamin
    Companion characters in video games play a unique part in enriching player experience. Companion agents support the player as an ally or sidekick and would typically help the player by providing hints, resources, or even fight along-side the human player. Players often adopt a certain approach or strategy, referred to as a playstyle, whilst playing video games. Players do not only approach challenges in games differently, but also play games differently based on what they find rewarding. Companion agent characters thus have an important role to play by assisting the player in a way which aligns with their playstyle. Existing companion agent approaches fall short and adversely affect the collaborative experience when the companion agent is not able to assist the human player in a manner consistent with their playstyle. Furthermore, if the companion agent cannot assist in real time, player engagement levels are lowered since the player will need to wait for the agent to compute its action - leading to a frustrating player experience. We therefore present a framework for creating companion agents that are adaptive such that they respond in real time with actions that align with the player’s playstyle. Companion agents able to do so are what we refer to as playstyle-aware. Creating a playstyle-aware adaptive agent firstly requires a mechanism for correctly classifying or identifying the player style, before attempting to assist the player with a given task. We present a method which can enable the real time in-game playstyle classification of players. We contribute a hybrid probabilistic supervised learning framework, using Bayesian Inference informed by a K-Nearest Neighbours based likelihood, that is able to classify players in real time at every step within a given game level using only the latest player action or state observation. We empirically evaluate our hybrid classifier against existing work using MiniDungeons, a common benchmark game domain. We further evaluate our approach using real player data from the game Super Mario Bros. We out perform our comparative study and our results highlight the success of our framework in identifying playstyles in a complex human player setting. The second problem we explore is the problem of assisting the identified playstyle with a suitable action. We formally define this as the ‘Learning to Assist’ problem, where given a set of companion agent policies, we aim to determine the policy which best complements the observed playstyle. An action is complementary such that it aligns with the goal of the playstyle. We extend MiniDungeons into a two-player game called Collaborative MiniDungeons which we use to evaluate our companion agent against several comparative baselines. The results from this experiment highlights that companion agents which are able to adapt and assist different playstyles on average bring about a greater player experience when using a playstyle specific reward function as a proxy for what the players find rewarding. In this way we present an approach for creating adaptive companion agents which are playstyle-aware and able to collaborate with players in real time.
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    A Continuous Reinforcement Learning Approach to Self-Adaptive Particle Swarm Optimisation
    (University of the Witwatersrand, Johannesburg, 2023-08) Tilley, Duncan; Cleghorn, Christopher
    Particle Swarm Optimisation (PSO) is a popular black-box optimisation technique due to its simple implementation and surprising ability to perform well on various problems. Unfortunately, PSO is fairly sensitive to the choice of hyper-parameters. For this reason, many self-adaptive techniques have been proposed that attempt to both simplify hyper-parameter selection and improve the performance of PSO. Surveys however show that many self-adaptive techniques are still outperformed by time-varying techniques where the value of coefficients are simply increased or decreased over time. More recent works have shown the successful application of Reinforcement Learning (RL) to learn self-adaptive control policies for optimisers such as differential evolution, genetic algorithms, and PSO. However, many of these applications were limited to only discrete state and action spaces, which severely limits the choices available to a control policy, given that the PSO coefficients are continuous variables. This dissertation therefore investigates the application of continuous RL techniques to learn a self-adaptive control policy that can make full use of the continuous nature of the PSO coefficients. The dissertation first introduces the RL framework used to learn a continuous control policy by defining the environment, action-space, state-space, and a number of possible reward functions. An effective learning environment that is able to overcome the difficulties of continuous RL is then derived through a series of experiments, culminating in a successfully learned continuous control policy. The policy is then shown to perform well on the benchmark problems used during training when compared to other self-adaptive PSO algorithms. Further testing on benchmark problems not seen during training suggest that the learned policy may however not generalise well to other functions, but this is shown to also be a problem in other PSO algorithms. Finally, the dissertation performs a number of experiments to provide insights into the behaviours learned by the continuous control policy.
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    A fully-decentralised general-sum approach for multi-agent reinforcement learning using minimal modelling
    (University of the Witwatersrand, Johannesburg, 2023-08) Kruger, Marcel Matthew Anthony; Rosman, Benjamin; James, Steven; Shipton, Jarrod
    Multi-agent reinforcement learning is a prominent area of research in machine learning, extending reinforcement learning to scenarios where multiple agents concurrently learn and interact within the same environment. Most existing methods rely on centralisation during training, while others employ agent modelling. In contrast, we propose a novel method that adapts the role of entropy to assist in fully-decentralised training without explicitly modelling other agents using additional information to which most centralised methods assume access. We augment entropy to encourage more deterministic agents, and instead, we let the non-stationarity inherent in MARL serve as a mode for exploration. We empirically evaluate the performance of our method across five distinct environments, each representing unique challenges. Our assessment encompasses both cooperative and competitive cases. Our findings indicate that the approach of penalising entropy, rather than rewarding it, enables agents to perform at least as well as the prevailing standard of entropy maximisation. Moreover, our alternative approach achieves several of the original objectives of entropy regularisation in reinforcement learning, such as increased sample efficiency and potentially better final rewards. Whilst entropy has a significant role, our results in the competitive case indicate that position bias is still a considerable challenge.