摘要翻译:
基本上,在(单人)战争实时战略(wRTS)游戏中,人类玩家实时控制一支由许多士兵组成的军队,她的目标是摧毁对手的资产,而对手是一个虚拟的(即非人类玩家控制的)玩家,通常由预先编程的决策脚本组成。这些脚本通常与一些众所周知的问题相关联(例如,可预测性、非理性、重复行为和人为愚蠢的感觉等等)。本文描述了一种自动生成适应玩家技能的虚拟玩家的方法;这是通过在游戏期间建立一个玩家行为的实时模型来完成的,并在两个游戏之间通过这个模型进一步进化虚拟玩家。本文还给出了一个专门为实验而构建的单人wRTS游戏的初步结果。
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英文标题:
《Design of Emergent and Adaptive Virtual Players in a War RTS Game》
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作者:
Jos\'e A. Garc\'ia Guti\'errez, Carlos Cotta, and Antonio J.
Fern\'andez-Leiva
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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:Neural and Evolutionary Computing 神经与进化计算
分类描述:Covers neural networks, connectionism, genetic algorithms, artificial life, adaptive behavior. Roughly includes some material in ACM Subject Class C.1.3, I.2.6, I.5.
涵盖神经网络,连接主义,遗传算法,人工生命,自适应行为。大致包括ACM学科类C.1.3、I.2.6、I.5中的一些材料。
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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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英文摘要:
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.
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PDF链接:
https://arxiv.org/pdf/1201.3117