Non-Player Characters and Reinforcement Learning / Part I: |
Non-Player Characters in Multiuser Games / 1: |
Types of Multiuser Games / 1.1: |
Massively Multiplayer Online Role-Playing Games / 1.1.1: |
Multiuser Simulation Games / 1.1.2: |
Open-Ended Virtual Worlds / 1.1.3: |
Character Roles in Multiuser Games / 1.2: |
Existing Artificial Intelligence Techniques for Non-Player Characters in Multiuser Games / 1.3: |
Reflexive Agents / 1.3.1: |
Learning Agents / 1.3.2: |
Evolutionary Agents / 1.3.3: |
Smart Terrain / 1.3.4: |
Summary / 1.4: |
References / 1.5: |
Motivation in Natural and Artificial Agents / 2: |
Defining Motivation / 2.1: |
Biological Theories of Motivation / 2.2: |
Drive Theory / 2.2.1: |
Motivational State Theory / 2.2.2: |
Arousal / 2.2.3: |
Cognitive Theories of Motivation / 2.3: |
Curiosity / 2.3.1: |
Operant Theory / 2.3.2: |
Incentive / 2.3.3: |
Achievement Motivation / 2.3.4: |
Attribution Theory / 2.3.5: |
Intrinsic Motivation / 2.3.6: |
Social Theories of Motivation / 2.4: |
Conformity / 2.4.1: |
Cultural Effect / 2.4.2: |
Evolution / 2.4.3: |
Combined Motivation Theories / 2.5: |
Maslow's Hierarchy of Needs / 2.5.1: |
Existence Relatedness Growth Theory / 2.5.2: |
Towards Motivated Reinforcement Learning / 2.6: |
Defining Reinforcement Learning / 3.1: |
Dynamic Programming / 3.1.1: |
Monte Carlo Methods / 3.1.2: |
Temporal Difference Learning / 3.1.3: |
Reinforcement Learning in Complex Environments / 3.2: |
Partially Observable Environments / 3.2.1: |
Function Approximation / 3.2.2: |
Hierarchical Reinforcement Learning / 3.2.3: |
Motivated Reinforcement Learning / 3.3: |
Using a Motivation Signal in Addition to a Reward Signal / 3.3.1: |
Using a Motivation Signal Instead of a Reward Signal / 3.3.2: |
Comparing the Behaviour of Learning Agents / 3.4: |
Player Satisfaction / 4.1: |
Psychological Flow / 4.1.1: |
Structural Flow / 4.1.2: |
Formalising Non-Player Character Behaviour / 4.2: |
Models of Optimality for Reinforcement Learning / 4.2.1: |
Characteristics of Motivated Reinforcement Learning / 4.2.2: |
Comparing Motivated Reinforcement Learning Agents / 4.3: |
Statistical Model for Identifying Learned Tasks / 4.3.1: |
Behavioural Variety / 4.3.2: |
Behavioural Complexity / 4.3.3: |
Developing Curious Characters Using Motivated Reinforcement Learning / 4.4: |
Curiosity, Motivation and Attention Focus / 5: |
Agents in Complex, Dynamic Environments / 5.1: |
States / 5.1.1: |
Actions / 5.1.2: |
Reward and Motivation / 5.1.3: |
Motivation and Attention Focus / 5.2: |
Observations / 5.2.1: |
Events / 5.2.2: |
Tasks and Task Selection / 5.2.3: |
Experience-Based Reward as Cognitive Motivation / 5.2.4: |
Arbitration Functions / 5.2.5: |
A General Experience-Based Motivation Function / 5.2.6: |
Curiosity as Motivation for Support Characters / 5.3: |
Curiosity as Interesting Events / 5.3.1: |
Curiosity as Interesting and Competence / 5.3.2: |
Motivated Reinforcement Learning Agents / 5.4: |
A General Motivated Reinforcement Learning Model / 6.1: |
Algorithms for Motivated Reinforcement Learning / 6.2: |
Motivated Flat Reinforcement Learning / 6.2.1: |
Motivated Multioption Reinforcement Learning / 6.2.2: |
Motivated Hierarchical Reinforcement Learning / 6.2.3: |
Curious Characters in Games / 6.3: |
Curious Characters for Multiuser Games / 7: |
Motivated Reinforcement Learning for Support Characters in Massively Multiplayer Online Role-Playing Games / 7.1: |
Character Behaviour in Small-Scale, Isolated Games Locations / 7.2: |
Case Studies of Individual Characters / 7.2.1: |
General Trends in Character Behaviour / 7.2.2: |
Curious Characters for Games in Complex, Dynamic Environments / 7.3: |
Designing Characters That Can Multitask / 8.1: |
Designing Characters for Complex Tasks / 8.1.1: |
Games That Change While Characters Are Learning / 8.2.1: |
Curious Characters for Games in Second Life / 8.3.1: |
Motivated Reinforcement Learning in Open-Ended Simulation Games / 9.1: |
Game Design / 9.1.1: |
Character Design / 9.1.2: |
Evaluating Character Behaviour in Response to Game Play Sequences / 9.2: |
Discussion / 9.2.1: |
Future / 9.3: |
Towards the Future / 10: |
Using Motivated Reinforcement Learning in Non-Player Characters / 10.1: |
Other Gaming Applications for Motivated Reinforcement Learning / 10.2: |
Dynamic Difficulty Adjustment / 10.2.1: |
Procedural Content Generation / 10.2.2: |
Beyond Curiosity / 10.3: |
Biological Models of Motivation / 10.3.1: |
Cognitive Models of Motivation / 10.3.2: |
Social Models of Motivation / 10.3.3: |
Combined Models of Motivation / 10.3.4: |
New Models of Motivated Learning / 10.4: |
Motivated Supervised Learning / 10.4.1: |
Motivated Unsupervised Learning / 10.4.2: |
Evaluating the Behaviour of Motivated Learning Agents / 10.5: |
Concluding Remarks / 10.6: |
Index / 10.7: |
Non-Player Characters and Reinforcement Learning / Part I: |
Non-Player Characters in Multiuser Games / 1: |
Types of Multiuser Games / 1.1: |
Massively Multiplayer Online Role-Playing Games / 1.1.1: |
Multiuser Simulation Games / 1.1.2: |
Open-Ended Virtual Worlds / 1.1.3: |