{"id":954027,"date":"2023-07-06T07:01:16","date_gmt":"2023-07-06T14:01:16","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&p=954027"},"modified":"2023-07-06T07:01:16","modified_gmt":"2023-07-06T14:01:16","slug":"imitating-playstyle-with-dynamic-time-warping-imitation","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/imitating-playstyle-with-dynamic-time-warping-imitation\/","title":{"rendered":"Imitating Playstyle with Dynamic Time Warping Imitation"},"content":{"rendered":"

Imitation learning has been demonstrated as a useful technique in automatic game testing and the development of believable Non-Player Characters (NPCs). However, imitation learning methods typically focus on learning a policy to complete a task without consideration about the playstyle used. In this work we consider the case where the task is to imitate a given playstyle. We defined a player\u2019s playstyle based on the strategies they use in order to complete the overall task. This has been achieved by rewarding a learning agent based on the similarity of the agent and demonstration trajectories, within a learnt representation space. This allows the playstyle to be learnt in levels that differ to the one the demonstrations were collected in.<\/p>\n","protected":false},"excerpt":{"rendered":"

Imitation learning has been demonstrated as a useful technique in automatic game testing and the development of believable Non-Player Characters (NPCs). However, imitation learning methods typically focus on learning a policy to complete a task without consideration about the playstyle used. In this work we consider the case where the task is to imitate a 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