First of all, I know that this idea has no place in the short term, and that it should apply to a limited field.
I have been wondering for a long time why we do not use the large player bases of MMORPGs, to apply reinforcement learning to the evolution of NPC behaviors.
Because it's not my job nor my skill, here is two (cursed) exemple of reinforcement learning :
https://www.youtube.com/watch?v=qnFCescnO1Q
https://www.youtube.com/watch?v=pJPdW8WWAso
Concretely my idea would be to create an arena system (M&B 2 Bannerlords like), where the player could face NPCs for a fee, to the delight of the people (Warrior nodes?). Only, these NPCs would have the Reinforcement Learning system, and would evolve over the fights. At the beginning of the implementation, NPCs would therefore have a Vanilla behavior, but would tend to become more complex and more unique over time.
The objective here is not to apply these new behaviors to the whole game, for performance reasons, but also because the behavior of an AI must be predictable in PVE.
On the other hand, it could be applied to certain creatures in the world, such as camp bosses and their bodyguards, or rare entities.
The interest of this method is that depending on the reward parameters given to the AI, several types of behaviors could emerge. For example:
- Aggressive: based on outdraws, proximity to target
- Protector: based on survivability of close allies
- Defensive: based on own survivability
- Evasion: based on distance to target and survivability
Etc.
I also find it very fun that players can participate in forging these behaviors, while enjoying an arena (which is always very cool)