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
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