Hierarchical Reinforcement Learning With Monte Carlo Tree Search in Computer Fighting Game
Fighting games are complex environments where challenging action selection problems arise, mainly due to a diversity of opponents and possible actions. In this paper, we present the design and evaluation of a fighting player on top of the FightingICE platform that is used in the Fighting Game Artificial Intelligence (FTGAI) competition. Our proposal is based on hierarchical reinforcement learning (HRL) in combination with Monte Carlo tree search (MCTS) designed as options. By using the FightingICE framework, we evaluate our player against state of the art FTGAIs. We train our player against the current FTGAI champion (GigaThunder) The resulting learned policy is comparable with the champion in direct confront in regard to the number of victories, with the advantage of having less need for expert knowledge. We also evaluate the proposed player against the runners up and show that adaptation to the strategies of each opponent is necessary for building stronger fighting players.
IEEE Transactions on Games