TY - GEN
T1 - Building a player strategy model by analyzing replays of real-time strategy games
AU - Hsieh, Ji Lung
AU - Sun, Chuen Tsai
PY - 2008
Y1 - 2008
N2 - Developing computer-controlled groups to engage in combat, control the use of limited resources, and create units and buildings in Real-Time Strategy(RTS) Games is a novel application in game AI. However, tightly controlled online commercial game pose challenges to researchers interested in observing player activities, constructing player strategy models, and developing practical AI technology in them. Instead of setting up new programming environments or building a large amount of agent's decision rules by player's experience for conducting real-time AI research, the authors use replays of the commercial RTS game StarCraft to evaluate human player behaviors and to construct an intelligent system to learn human-like decisions and behaviors. A case-based reasoning approach was applied for the purpose of training our system to learn and predict player strategies. Our analysis indicates that the proposed system is capable of learning and predicting individual player strategies, and that players provide evidence of their personal characteristics through their building construction order.
AB - Developing computer-controlled groups to engage in combat, control the use of limited resources, and create units and buildings in Real-Time Strategy(RTS) Games is a novel application in game AI. However, tightly controlled online commercial game pose challenges to researchers interested in observing player activities, constructing player strategy models, and developing practical AI technology in them. Instead of setting up new programming environments or building a large amount of agent's decision rules by player's experience for conducting real-time AI research, the authors use replays of the commercial RTS game StarCraft to evaluate human player behaviors and to construct an intelligent system to learn human-like decisions and behaviors. A case-based reasoning approach was applied for the purpose of training our system to learn and predict player strategies. Our analysis indicates that the proposed system is capable of learning and predicting individual player strategies, and that players provide evidence of their personal characteristics through their building construction order.
UR - http://www.scopus.com/inward/record.url?scp=56349163852&partnerID=8YFLogxK
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U2 - 10.1109/IJCNN.2008.4634237
DO - 10.1109/IJCNN.2008.4634237
M3 - Conference contribution
AN - SCOPUS:56349163852
SN - 9781424418213
T3 - Proceedings of the International Joint Conference on Neural Networks
SP - 3106
EP - 3111
BT - 2008 International Joint Conference on Neural Networks, IJCNN 2008
T2 - 2008 International Joint Conference on Neural Networks, IJCNN 2008
Y2 - 1 June 2008 through 8 June 2008
ER -