Abstract:
Artificial adaptive game agent provides the adaptive functionality, to minimize the need  of implementing behavior-based agent according to the environment, causing to reduce  complexity of an agent implementation. Due to immense benefits provided by the  machine learning, artificial gaming agents are implemented using these technologies. 
The common goal in all of these adaptive agents is to provide the entertainment to the  end-users. To acquire the goal for an adaptive agent, various functionalities like  dynamic reward system for increasing efficiency in learning process and dynamic  weapon preference system for increasing the winning rate of gun fights are required. 
Some systems communicate with online algorithms such as Q-learning algorithms, and  some systems communicate with offline algorithms, in order to achieve the ultimate  goal of learning process. The only difference in such algorithms, is the allocation of  reward to an action based on time. Focusing on artificial game agents, this project addresses these concerns through an  adaptive agent, for a first-person shooter game in deathmatch mode. Dynamic information obtaining through the different state of the agent can be utilized  in order to integrate a dynamic reward system. In the same way, information obtained  from the weapons during combat states can be utilized to create dynamic weapon  preference system based on damage.