Learning Combat in NetHack

Authors

  • Jonathan Campbell McGill University
  • Clark Verbrugge McGill University

DOI:

https://doi.org/10.1609/aiide.v13i1.12923

Keywords:

reinforcement learning, roguelikes

Abstract

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.

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Published

2021-06-25

How to Cite

Campbell, J., & Verbrugge, C. (2021). Learning Combat in NetHack. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 13(1), 16-22. https://doi.org/10.1609/aiide.v13i1.12923