
Motivated Reinforcement Learning
by Merrick, Kathryn E.; Maher, Mary LouRent Textbook
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Summary
Table of Contents
Non-Player Characters and Reinforcement Learning | |
Non-Player Characters in Multiuser Games | p. 3 |
Types of Multiuser Games | p. 4 |
Massively Multiplayer Online Role-Playing Games | p. 4 |
Multiuser Simulation Games | p. 5 |
Open-Ended Virtual Worlds | p. 5 |
Character Roles in Multiuser Games | p. 8 |
Existing Artificial Intelligence Techniques for Non-Player Characters in Multiuser Games | p. 9 |
Reflexive Agents | p. 9 |
Learning Agents | p. 12 |
Evolutionary Agents | p. 14 |
Smart Terrain | p. 14 |
Summary | p. 15 |
References | p. 15 |
Motivation in Natural and Artificial Agents | p. 17 |
Defining Motivation | p. 17 |
Biological Theories of Motivation | p. 20 |
Drive Theory | p. 20 |
Motivational State Theory | p. 22 |
Arousal | p. 23 |
Cognitive Theories of Motivation | p. 26 |
Curiosity | p. 26 |
Operant Theory | p. 28 |
Incentive | p. 29 |
Achievement Motivation | p. 30 |
Attribution Theory | p. 31 |
Intrinsic Motivation | p. 33 |
Social Theories of Motivation | p. 35 |
Conformity | p. 35 |
Cultural Effect | p. 36 |
Evolution | p. 36 |
Combined Motivation Theories | p. 37 |
Maslow's Hierarchy of Needs | p. 38 |
Existence Relatedness Growth Theory | p. 38 |
Summary | p. 39 |
References | p. 40 |
Towards Motivated Reinforcement Learning | p. 45 |
Defining Reinforcement Learning | p. 45 |
Dynamic Programming | p. 47 |
Monte Carlo Methods | p. 48 |
Temporal Difference Learning | p. 49 |
Reinforcement Learning in Complex Environments | p. 52 |
Partially Observable Environments | p. 52 |
Function Approximation | p. 53 |
Hierarchical Reinforcement Learning | p. 54 |
Motivated Reinforcement Learning | p. 57 |
Using a Motivation Signal in Addition to a Reward Signal | p. 58 |
Using a Motivation Signal Instead of a Reward Signal | p. 64 |
Summary | p. 67 |
References | p. 68 |
Comparing the Behaviour of Learning Agents | p. 71 |
Player Satisfaction | p. 71 |
Psychological Flow | p. 72 |
Structural Flow | p. 73 |
Formalising Non-Player Character Behaviour | p. 73 |
Models of Optimality for Reinforcement Learning | p. 74 |
Characteristics of Motivated Reinforcement Learning | p. 78 |
Comparing Motivated Reinforcement Learning Agents | p. 81 |
Statistical Model for Identifying Learned Tasks | p. 83 |
Behavioural Variety | p. 83 |
Behavioural Complexity | p. 85 |
Summary | p. 86 |
References | p. 87 |
Developing Curious Characters Using Motivated Reinforcement Learning | |
Curiosity, Motivation and Attention Focus | p. 91 |
Agents in Complex, Dynamic Environments | p. 91 |
States | p. 93 |
Actions | p. 94 |
Reward and Motivation | p. 94 |
Motivation and Attention Focus | p. 95 |
Observations | p. 96 |
Events | p. 98 |
Tasks and Task Selection | p. 100 |
Experience-Based Reward as Cognitive Motivation | p. 102 |
Arbitration Functions | p. 108 |
A General Experience-Based Motivation Function | p. 109 |
Curiosity as Motivation for Support Characters | p. 111 |
Curiosity as Interesting Events | p. 111 |
Curiosity as Interesting and Competence | p. 116 |
Summary | p. 119 |
References | p. 119 |
Motivated Reinforcement Learning Agents | p. 121 |
A General Motivated Reinforcement Learning Model | p. 121 |
Algorithms for Motivated Reinforcement Learning | p. 123 |
Motivated Flat Reinforcement Learning | p. 123 |
Motivated Multioption Reinforcement Learning | p. 126 |
Motivated Hierarchical Reinforcement Learning | p. 131 |
Summary | p. 133 |
References | p. 134 |
Curious Characters in Games | |
Curious Characters for Multiuser Games | p. 137 |
Motivated Reinforcement Learning for Support Characters in Massively Multiplayer Online Role-Playing Games | p. 138 |
Character Behaviour in Small-Scale, Isolated Games Locations | p. 141 |
Case Studies of Individual Characters | p. 142 |
General Trends in Character Behaviour | p. 145 |
Summary | p. 148 |
References | p. 149 |
Curious Characters for Games in Complex, Dynamic Environments | p. 151 |
Designing Characters That Can Multitask | p. 152 |
Case Studies of Individual Characters | p. 155 |
General Trends in Character Behaviour | p. 156 |
Designing Characters for Complex Tasks | p. 159 |
Case Studies of Individual Characters | p. 159 |
General Trends in Character Behaviour | p. 161 |
Games That Change While Characters Are Learning | p. 163 |
Case Studies of Individual Characters | p. 164 |
General Trends in Character Behaviour | p. 167 |
Summary | p. 169 |
References | p. 170 |
Curious Characters for Games in Second Life | p. 171 |
Motivated Reinforcement Learning in Open-Ended Simulation Games | p. 171 |
Game Design | p. 172 |
Character Design | p. 172 |
Evaluating Character Behaviour in Response to Game Play Sequences | p. 176 |
Discussion | p. 187 |
Summary | p. 188 |
References | p. 189 |
Future | |
Towards the Future | p. 193 |
Using Motivated Reinforcement Learning in Non-Player Characters | p. 193 |
Other Gaming Applications for Motivated Reinforcement Learning | p. 194 |
Dynamic Difficulty Adjustment | p. 194 |
Procedural Content Generation | p. 195 |
Beyond Curiosity | p. 195 |
Biological Models of Motivation | p. 195 |
Cognitive Models of Motivation | p. 196 |
Social Models of Motivation | p. 196 |
Combined Models of Motivation | p. 196 |
New Models of Motivated Learning | p. 197 |
Motivated Supervised Learning | p. 197 |
Motivated Unsupervised Learning | p. 198 |
Evaluating the Behaviour of Motivated Learning Agents | p. 198 |
Concluding Remarks | p. 198 |
References | p. 199 |
Index | p. 201 |
Table of Contents provided by Ingram. All Rights Reserved. |
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