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[计算机科学] 实时战略中由有限侦察推断策略 小游戏 [推广有奖]

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能者818 在职认证  发表于 2022-3-18 19:45:01 来自手机 |AI写论文

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摘要翻译:
在典型的实时战略(RTS)游戏中,敌方单位只有在友军单位的视线范围内才可见。对对手性格的了解仅限于通过侦察可以观察到的东西。信息是昂贵的,因为专门用于侦察的单位无法用于其他目的,敌人将抵制侦察企图。重要的是要从现有的观察资料中尽可能多地推断出对手当前和未来的策略。我们提出了一个动态贝叶斯网模型的战略在RTS游戏星际争霸,结合了一个生成的模型,如何战略关系到可观察的数量和一个原则框架,以纳入证据通过侦察获得。我们证明了该模型能够从现实的观察推断出游戏中未观察到的方面。
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英文标题:
《Inferring Strategies from Limited Reconnaissance in Real-time Strategy
  Games》
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作者:
Jesse Hostetler, Ethan W. Dereszynski, Thomas G. Dietterich, Alan Fern
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最新提交年份:
2012
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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。
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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。
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一级分类:Computer Science        计算机科学
二级分类:Machine Learning        机器学习
分类描述:Papers on all aspects of machine learning research (supervised, unsupervised, reinforcement learning, bandit problems, and so on) including also robustness, explanation, fairness, and methodology. cs.LG is also an appropriate primary category for applications of machine learning methods.
关于机器学习研究的所有方面的论文(有监督的,无监督的,强化学习,强盗问题,等等),包括健壮性,解释性,公平性和方法论。对于机器学习方法的应用,CS.LG也是一个合适的主要类别。
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英文摘要:
  In typical real-time strategy (RTS) games, enemy units are visible only when they are within sight range of a friendly unit. Knowledge of an opponent's disposition is limited to what can be observed through scouting. Information is costly, since units dedicated to scouting are unavailable for other purposes, and the enemy will resist scouting attempts. It is important to infer as much as possible about the opponent's current and future strategy from the available observations. We present a dynamic Bayes net model of strategies in the RTS game Starcraft that combines a generative model of how strategies relate to observable quantities with a principled framework for incorporating evidence gained via scouting. We demonstrate the model's ability to infer unobserved aspects of the game from realistic observations.
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PDF链接:
https://arxiv.org/pdf/1210.4880
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关键词:小游戏 Applications observations Coordination Environments 实时 框架 证据 能够 模型

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