Investigating Kinect-based fighting game AIs that encourage their players to use various skills

M. Ishihara, Taichi Miyazaki, Pujana Paliyawan, C. Chu, Tomohiro Harada, R. Thawonmas
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引用次数: 5

Abstract

This paper investigates AIs that increase their players' amount of exercise by encouraging the usage of various skills in fighting game FightingICE, recently used in a number of game AI competitions. Our research aim is to develop such AIs for promoting players' health with fighting games that use Kinect as the input interface. In our experiment, two types of AIs are used as the opponent against a human player. One of the AIs is based on the k-nearest neighbor algorithm and fuzzy control, and the other is based on UCT, a variation of Monte-Carlo Tree Search. Our results show that the players, participating in the experiment, use more different skills, thus demonstrating higher action entropy, when playing the game against the UCT AI.
调查那些鼓励玩家使用各种技能的基于kinect的战斗游戏ai
本文研究了通过鼓励格斗游戏《fighting ice》中各种技能的使用来增加玩家运动量的AI,该游戏最近在许多游戏AI竞赛中使用。我们的研究目标是开发这样的ai,通过使用Kinect作为输入界面的格斗游戏来促进玩家的健康。在我们的实验中,两种类型的ai被用作对抗人类玩家的对手。其中一种人工智能基于k近邻算法和模糊控制,另一种人工智能基于蒙特卡罗树搜索的一种变体UCT。我们的研究结果表明,参与实验的玩家在与UCT AI进行游戏时,使用了更多不同的技能,从而表现出更高的行动熵。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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