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A design science evaluation of NPC control across algorithm classes in a unity 2D platformer : behaviour trees, genetic search, reinforcement learning, and a variational autoencoder-initialized hybrid
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A design science evaluation of NPC control across algorithm classes in a unity 2D platformer : behaviour trees, genetic search, reinforcement learning, and a variational autoencoder-initialized hybrid

Krieolin Navindran Naidoo
Master of Science (MSc), University of Johannesburg
2025
Handle:
https://hdl.handle.net/10210/521152

Abstract

Non-player character (NPC) control spans multiple algorithm classes, from scripted logic to data-driven learning. This dissertation presents a Design Science evaluation of NPC control across five representative approaches in a single Unity built 2D platformer: a designer authored Behavior Tree (BT), a Genetic Algorithm (GA) planner, a Genetic Programming evolved Behavior Tree (EBT), deep Reinforcement Learning (RL) with Proximal Policy Optimization (PPO), and a Variational Autoencoder–initialized Reinforcement Learning agent (VAE-RL). The research problem addressed is the lack of a controlled, cross class comparison that isolates practical trade-offs among reliability, peak performance, and scalability in real time game settings. Within a unified observation/action interface and common scoring scheme, each controller is demonstrated on three levels of increasing difficulty and evaluated over repeated runs. Primary metrics are total game score (combining collectibles, enemy defeats, and time/progress) and completion rate, with variability summarized via run-to-run dispersion. The Design Science process guides artifact design, implementation, demonstration, and rigorous evaluation under identical conditions and a matched training/compute budget for learning based methods. Results indicate clear class dependent trade-offs. The hybrid VAE-RL obtained the highest scores and maintained consistently high reliability across all evaluated levels. The scripted Behavior Tree was also consistently reliable and remained close to the top in score, illustrating the strength of handcrafted, interpretable control when content is fixed. Deep RL reached competitive average scores but showed greater run to run variability and lower reliability on the more demanding levels. The evolved Behavior Tree performed strongly on the easier content and showed occasional failures on the hardest level. The genetic algorithm underperformed on the trap focused medium level, where fixed action sequences are sensitive to timing, and produced steady mid-range results on the hard level. This dissertation contributes a controlled cross class benchmark for NPC control in a real time platformer that uses a shared interface and unified metrics. It presents a practical hybrid method, VAE initialized PPO, which provides a distributional warm start and improves both stability and peak performance. It also distils design guidance for selecting and combining algorithm classes to balance reliability, interpretability, and adaptability in deployed game AI.
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