The Challenge
When building a multiplayer shooter game, you need opponents that can challenge players even when no other humans are online. This is where AI agents come in.
Approach
I used Proximal Policy Optimization (PPO), a reinforcement learning algorithm from Stable-Baselines3. The key components:
Environment Design
The game environment was wrapped as a Gymnasium environment, exposing:
- Observations: Player positions, health, weapon states, enemy locations
- Actions: Movement, aiming, shooting, abilities
- Rewards: Damage dealt, kills, staying alive, objective completion
Training Strategy
Training followed a curriculum:
- Basic movement: Learn to navigate the map
- Aiming: Learn to track and aim at targets
- Combat: Learn weapon timing and dodging
- Self-play: Train against other AI agents
Weapon Specialists
Instead of one generalist agent, I trained specialists for each weapon type:
- SMG Agent: Aggressive, close-range combat
- Sniper Agent: Positioning, long-range accuracy
- Shotgun Agent: Flanking, burst damage
- Pistol Agent: Balanced, precision shots
- Bow Agent: Prediction, leading targets
Results
The trained agents can:
- Navigate complex 3D environments
- Track and engage moving targets
- Use weapon-specific strategies
- Adapt to different opponent playstyles
Lessons Learned
- Reward shaping matters: Small changes in reward function dramatically affect learned behavior
- Curriculum learning helps: Starting simple and increasing complexity improved training stability
- Self-play is powerful: Agents improved significantly when training against themselves
More details on the specific implementation coming in future posts.