Building a Player Strategy Model by Analyzing Replays of Real-Time Strategy Games

被引:43
作者
Hsieh, Ji-Lung [1 ]
Sun, Chuen-Tsai [1 ]
机构
[1] Natl Chiao Tung Univ, Dept Comp Sci, Hsinchu 300, Taiwan
来源
2008 IEEE INTERNATIONAL JOINT CONFERENCE ON NEURAL NETWORKS, VOLS 1-8 | 2008年
关键词
D O I
10.1109/IJCNN.2008.4634237
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Developing computer-controlled groups to engage in combat, control the use of limited resources, and create units and buildings in Real-Time Strategy(RTS) Games is a novel application in game AI. However, tightly controlled online commercial game pose challenges to researchers interested in observing player activities, constructing player strategy models, and developing practical AI technology in them. Instead of setting up new programming environments or building a large amount of agent's decision rules by player's experience for conducting real-time AI research, the authors use replays of the commercial RTS game StarCraft to evaluate human player behaviors and to construct an intelligent system to learn human-like decisions and behaviors. A case-based reasoning approach was applied for the purpose of training our system to learn and predict player strategies. Our analysis indicates that the proposed system is capable of learning and predicting individual player strategies, and that players provide evidence of their personal characteristics through their building construction order.
引用
收藏
页码:3106 / 3111
页数:6
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