楼主: 可人4
342 0

[计算机科学] 游戏树搜索在实时策略游戏中的实验研究 [推广有奖]

  • 0关注
  • 2粉丝

会员

学术权威

76%

还不是VIP/贵宾

-

威望
10
论坛币
15 个
通用积分
49.1643
学术水平
0 点
热心指数
1 点
信用等级
0 点
经验
24465 点
帖子
4070
精华
0
在线时间
0 小时
注册时间
2022-2-24
最后登录
2022-4-15

楼主
可人4 在职认证  发表于 2022-3-14 19:30:00 来自手机 |AI写论文

+2 论坛币
k人 参与回答

经管之家送您一份

应届毕业生专属福利!

求职就业群
赵安豆老师微信:zhaoandou666

经管之家联合CDA

送您一个全额奖学金名额~ !

感谢您参与论坛问题回答

经管之家送您两个论坛币!

+2 论坛币
摘要翻译:
游戏树搜索算法,如minimax,已经在基于回合的对抗性游戏,如国际象棋或跳棋中获得了巨大的成功。然而,由于许多原因,这些算法不能直接应用于实时策略(RTS)游戏。例如,minimax假设了回合制游戏机制,这在RTS游戏中是不存在的。本文提出了标准极大极小算法的实时变体RTMM,并讨论了它在RTS博弈中的适用性。我们讨论了它的优点和缺点,并在两个实时游戏中对其进行了评估。
---
英文标题:
《Experiments with Game Tree Search in Real-Time Strategy Games》
---
作者:
Santiago Ontanon
---
最新提交年份:
2012
---
分类信息:

一级分类:Computer Science        计算机科学
二级分类:Artificial Intelligence        人工智能
分类描述:Covers all areas of AI except Vision, Robotics, Machine Learning, Multiagent Systems, and Computation and Language (Natural Language Processing), which have separate subject areas. In particular, includes Expert Systems, Theorem Proving (although this may overlap with Logic in Computer Science), Knowledge Representation, Planning, and Uncertainty in AI. Roughly includes material in ACM Subject Classes I.2.0, I.2.1, I.2.3, I.2.4, I.2.8, and I.2.11.
涵盖了人工智能的所有领域,除了视觉、机器人、机器学习、多智能体系统以及计算和语言(自然语言处理),这些领域有独立的学科领域。特别地,包括专家系统,定理证明(尽管这可能与计算机科学中的逻辑重叠),知识表示,规划,和人工智能中的不确定性。大致包括ACM学科类I.2.0、I.2.1、I.2.3、I.2.4、I.2.8和I.2.11中的材料。
--
一级分类:Computer Science        计算机科学
二级分类:Computer Science and Game Theory        计算机科学与博弈论
分类描述:Covers all theoretical and applied aspects at the intersection of computer science and game theory, including work in mechanism design, learning in games (which may overlap with Learning), foundations of agent modeling in games (which may overlap with Multiagent systems), coordination, specification and formal methods for non-cooperative computational environments. The area also deals with applications of game theory to areas such as electronic commerce.
涵盖计算机科学和博弈论交叉的所有理论和应用方面,包括机制设计的工作,游戏中的学习(可能与学习重叠),游戏中的agent建模的基础(可能与多agent系统重叠),非合作计算环境的协调、规范和形式化方法。该领域还涉及博弈论在电子商务等领域的应用。
--

---
英文摘要:
  Game tree search algorithms such as minimax have been used with enormous success in turn-based adversarial games such as Chess or Checkers. However, such algorithms cannot be directly applied to real-time strategy (RTS) games because a number of reasons. For example, minimax assumes a turn-taking game mechanics, not present in RTS games. In this paper we present RTMM, a real-time variant of the standard minimax algorithm, and discuss its applicability in the context of RTS games. We discuss its strengths and weaknesses, and evaluate it in two real-time games.
---
PDF链接:
https://arxiv.org/pdf/1208.1940
二维码

扫码加我 拉你入群

请注明:姓名-公司-职位

以便审核进群资格,未注明则拒绝

关键词:策略游戏 Coordination Environments Presentation Applications 实时 不能 turn 搜索算法 提出

您需要登录后才可以回帖 登录 | 我要注册

本版微信群
扫码
拉您进交流群
GMT+8, 2026-1-28 01:23