Design of Emergent and Adaptive Virtual Players in a War RTS Game

被引:0
|
作者
Garcia Gutierrez, Jose A. [1 ]
Cotta, Carlos [1 ]
Fernandez Leiva, Antonio J. [1 ]
机构
[1] Univ Malaga, Dept Lenguajes & Ciencias Computac, ETSI Informat, Campus Teatinos, E-29071 Malaga, Spain
关键词
D O I
暂无
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e. g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one-player wRTS game constructed specifically for experimentation.
引用
收藏
页码:372 / 382
页数:11
相关论文
共 50 条
  • [1] Design Adaptive AI for RTS Game by Learning Player's Build Order
    Lorthioir, Guillaume
    Inoue, Katsumi
    PROCEEDINGS OF THE TWENTY-NINTH INTERNATIONAL JOINT CONFERENCE ON ARTIFICIAL INTELLIGENCE, 2020, : 5194 - 5195
  • [2] Rokkatan: Scaling an RTS game design to the massively multiplayer realm
    Müller, Jens
    Gorlatch, Sergei
    Computers in Entertainment, 2006, 4 (03)
  • [3] Toxicity by Game Design: How Players Perceive the Influence of Game Design on Toxicity
    Zhang, Zinan
    Moradzadeh, Sam
    Woan, Andrew
    Kou, Yubo
    Proceedings of the ACM on Human-Computer Interaction, 2024, 8 (CHI PLAY)
  • [4] A Self-Adaptive Evolutionary Approach to the Evolution of Aesthetic Maps for a RTS Game
    Lara-Cabrera, Raul
    Cotta, Carlos
    Fernandez-Leiva, Antonio J.
    2014 IEEE CONGRESS ON EVOLUTIONARY COMPUTATION (CEC), 2014, : 298 - 304
  • [5] Adaptive Game Soundtrack Tempo Based on Players' Actions
    Makhmutov, Munir
    Brown, Joseph Alexander
    Surkov, Maksim
    Timchenko, Anton
    Timchenko, Kamilya
    2022 IEEE CONFERENCE ON GAMES, COG, 2022, : 441 - 448
  • [6] A Survey and Analysis of the Psychology of Vegetable Game Players in Virtual Community
    Wu Haiming
    Zhang Zhimin
    PROCEEDINGS OF THE FOURTH INTERNATIONAL SYMPOSIUM ON EDUCATION MANAGEMENT AND KNOWLEDGE INNOVATION ENGINEERING, VOLS 1 AND 2, 2011, : 1036 - 1040
  • [7] Cells of War: A Serious Game for Familiarizing Players With the Immune System
    Konstantara, Konstantina
    Xinogalos, Stelios
    SIMULATION & GAMING, 2018, 49 (05) : 567 - 589
  • [8] Just War? War Games, War Crimes, and Game Design
    Donald, Iain
    GAMES AND CULTURE, 2019, 14 (04) : 367 - 386
  • [9] The Funnel of Game Design - An Adaptive Game Design Approach for Complex Systems
    Freese, Maria
    Lukosch, Heide
    SIMULATION & GAMING, 2024, 55 (02) : 323 - 341
  • [10] Emergent states in virtual teams: a complex adaptive systems perspective
    Curseu, Petru Lucian
    JOURNAL OF INFORMATION TECHNOLOGY, 2006, 21 (04) : 249 - 261