Completed
Real Time Response
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Classroom Contents
Reinforcement Learning in Action - Creating Arena Battle AI for Blade & Soul
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- 1 Intro
- 2 B&S (Blade and Soul)
- 3 B&S Arena Battle
- 4 Research Goal
- 5 Skill Systems of B&S
- 6 High Complexity
- 7 Real Time Response
- 8 Generalization
- 9 Guiding Fighting Style
- 10 Leaming how to walk
- 11 Additional Reward for Guiding Battle Style
- 12 Agent Environment Plot
- 13 Learning Process
- 14 Move Space Reduction - Decision Frequency
- 15 Skill Space Reduction
- 16 Feature Engineering
- 17 Sparring Partner - Built-in AI
- 18 Sparring Partner - Self play
- 19 Learning Progress
- 20 Different Fighting Styles
- 21 Pretest with professional gamers
- 22 Conclusion