Learning to Reason in Round-Based Games: Multi-Task Sequence Generation for Purchasing Decision Making in First-Person Shooters

Authors

  • Yilei Zeng University of Southern California
  • Deren Lei University of Southern California
  • Beichen Li University of Southern California
  • Gangrong Jiang University of Southern California
  • Emilio Ferrara University of Southern California
  • Michael Zyda University of Southern California

DOI:

https://doi.org/10.1609/aiide.v16i1.7446

Abstract

Sequential reasoning is a complex human ability, with extensive previous research focusing on gaming AI in a single continuous game, round-based decision makings extending to a sequence of games remain less explored. Counter-Strike: Global Offensive (CS:GO), as a round-based game with abundant expert demonstrations, provides an excellent environment for multi-player round-based sequential reasoning. In this work, we propose a Sequence Reasoner with Round Attribute Encoder and Multi-Task Decoder to interpret the strategies behind the round-based purchasing decisions. We adopt few-shot learning to sample multiple rounds in a match, and modified model agnostic meta-learning algorithm Reptile for the meta-learning loop. We formulate each round as a multi-task sequence generation problem. Our state representations combine action encoder, team encoder, player features, round attribute encoder, and economy encoders to help our agent learn to reason under this specific multi-player round-based scenario. A complete ablation study and comparison with the greedy approach certify the effectiveness of our model. Our research will open doors for interpretable AI for understanding episodic and long-term purchasing strategies beyond the gaming community.

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Published

2020-10-01

How to Cite

Zeng, Y., Lei, D., Li, B., Jiang, G., Ferrara, E., & Zyda, M. (2020). Learning to Reason in Round-Based Games: Multi-Task Sequence Generation for Purchasing Decision Making in First-Person Shooters. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 16(1), 308-314. https://doi.org/10.1609/aiide.v16i1.7446