Partial observability during predictions of the opponent's movements in an RTS game

S. Butler, Y. Demiris
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引用次数: 10

Abstract

In RTS-style games it is important to be able to predict the movements of the opponent's forces to have the best chance of performing appropriate counter-moves. Resorting to using perfect global state information is generally considered to be ‘cheating’ by the player, so to perform such predictions scouts (or observers) must be used to gather information. This means being in the right place at the right time to observe the opponent. In this paper we show the effect of imposing partial observability onto an RTS game with regard to making predictions, and we compare two different mechanisms that decide where best to direct the attention of the observers to maximise the benefit of predictions.
在RTS游戏中预测对手移动的部分可观察性
在rts类型的游戏中,玩家必须能够预测对手力量的移动,从而获得最佳的反击机会。使用完美的全局状态信息通常被玩家认为是“欺骗”,所以执行这种预测必须使用侦察兵(或观察员)来收集信息。这意味着要在正确的时间、正确的地点观察对手。在本文中,我们展示了将部分可观察性强加于RTS游戏中对做出预测的影响,我们比较了两种不同的机制,这两种机制决定了在哪里引导观察者的注意力以最大化预测的好处。
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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