Combat in roguelikes involves careful strategy to best match a large variety of items and abilities to a given opponent, and the significant scripting effort involved can be a major barrier to automation. This paper presents a machine learning approach for a subset of combat in the game of NetHack. We describe a custom learning approach intended to deal with the large action space typical of this genre, and show that it is able to develop and apply reasonable strategies, outperforming a simpler baseline approach. These results point towards better automation of such complex game environments, facilitating automated testing and design exploration.
CITATION STYLE
Campbell, J., & Verbrugge, C. (2017). Learning combat in NetHack. In Proceedings of the 13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2017 (pp. 16–22). AAAI press. https://doi.org/10.1609/aiide.v13i1.12923
Mendeley helps you to discover research relevant for your work.