{"id":726529,"date":"2021-02-17T10:23:31","date_gmt":"2021-02-17T18:23:31","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?p=726529"},"modified":"2022-04-28T07:32:27","modified_gmt":"2022-04-28T14:32:27","slug":"designer-centered-reinforcement-learning","status":"publish","type":"post","link":"https:\/\/www.microsoft.com\/en-us\/research\/blog\/designer-centered-reinforcement-learning\/","title":{"rendered":"Designer-centered reinforcement learning"},"content":{"rendered":"\n
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In video games, nonplayer characters, bots, and other game agents help bring a digital world and its story to life. They can help make the mission of saving humanity feel urgent, transform every turn of a corner into a gamer\u2019s potential demise, and intensify the rush of driving behind the wheel of a super-fast race car. These agents are meticulously designed and preprogrammed to contribute to an immersive player experience.<\/p>\n\n\n\n\n\n\n\n
Join Us<\/strong><\/span><\/td>\n<\/tr>\n
This work was undertaken during an internship at Microsoft Research Cambridge. If you\u2019re interested in exploring similar real-world challenges and developing actionable user-focused solutions, visit the lab\u2019s internship page<\/a> for details on internships in deep RL for games and other research areas. <\/td>\n<\/tr>\n
For insights into AI and gaming research, register for the Microsoft AI and Gaming Research Summit 2021 (February 23\u201324)<\/a>, and for career opportunities in RL, check out the open positions with the Machine Intelligence theme at Microsoft Research Cambridge<\/a> and other opportunities across Microsoft Research. <\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n\n\n

Now, what if these same agents could learn to behave in lifelike and interesting ways without <\/em>a developer having to hardcode every possible natural behavior in each scenario? Imagine agents in an action game learning a variety of offensive strategies to challenge a protagonist or agents in an adventure game learning how to support the player in unlocking information about an unfamiliar environment. Reinforcement learning (RL), in which agents learn how to act when they must sequentially take actions over time, provides a framework for achieving that. Through RL, agents can be trained to devise their own <\/em>solutions to tasks, transforming the role of game designers from defining behavior to defining tasks and letting the agents learn. Such a shift has the potential to lead to surprising responses, possibly ones a game designer may not have even imagined, helping to create more engaging characters and worlds.<\/p>\n\n\n\n

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\n\t\t\t\t\t\t\t\n\t\t\t\t\t\"Project\t\t\t\t<\/a>\n\t\t\t\t\t\t\tProject <\/span>\n\t\t\tProject Paidia: a Microsoft Research & Ninja Theory Collaboration<\/span> <\/span><\/a>\t\t\t\t\t<\/div>\n\t<\/article>\n<\/div>\n\n\n\n

Reinforcement learning is already showing promising results. For example, we\u2019ve demonstrated agents\u2019 ability to effectively collaborate with each other in the Ninja Theory game Bleeding Edg<\/em>e (opens in new tab)<\/span><\/a> as part of the Project Paidia<\/a> research collaboration, which ultimately seeks to enable teamwork between agents and human players (for an RL overview, visit our Project Paidia website and interactive experience (opens in new tab)<\/span><\/a>). At the same time, many experts feel the use of RL in the commercial game industry is still far below its ultimate potential. The reasons why are numerous, including the need for a certain level of expertise to execute the technology. From our previous research into the experiences of game agent creators<\/a>, we\u2019ve come to realize that for RL techniques to be used in the game industry, we need to design them with potential users and their existing workflows and requirements in mind. In recent work, we focus on three specific challenges:<\/p>\n\n\n\n