Prediction as faster perception in a real-time fighting video game

K. Asayama, K. Moriyama, Ken-ichi Fukui, M. Numao
{"title":"Prediction as faster perception in a real-time fighting video game","authors":"K. Asayama, K. Moriyama, Ken-ichi Fukui, M. Numao","doi":"10.1109/CIG.2015.7317672","DOIUrl":null,"url":null,"abstract":"In a real-time video game, AI-controlled players, called agents, are still inferior to skilled human players on equal footing. In this work, we aim to construct a strong agent enough to fight with skilled human players in a real-time fighting video game. First we investigate the relation between perception speed and performance. From a simulation using two agents one of which has delayed perception, we know that perception speed is a critical factor in performance. Moreover, it means that it is effective to predict the opponent's behavior to enhance the agent. Therefore, we construct an agent that predicts its opponent's position and action in a fighting video game. The agent uses linear extrapolation to predict the position and the k-nearest neighbor method to predict the action. Comparing agents with and without the prediction ability, we see that the predicting agent mostly obtained higher scores than the non-predicting one in fighting with six contestants of a previous competition of the game.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2015.7317672","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 8

Abstract

In a real-time video game, AI-controlled players, called agents, are still inferior to skilled human players on equal footing. In this work, we aim to construct a strong agent enough to fight with skilled human players in a real-time fighting video game. First we investigate the relation between perception speed and performance. From a simulation using two agents one of which has delayed perception, we know that perception speed is a critical factor in performance. Moreover, it means that it is effective to predict the opponent's behavior to enhance the agent. Therefore, we construct an agent that predicts its opponent's position and action in a fighting video game. The agent uses linear extrapolation to predict the position and the k-nearest neighbor method to predict the action. Comparing agents with and without the prediction ability, we see that the predicting agent mostly obtained higher scores than the non-predicting one in fighting with six contestants of a previous competition of the game.
预测是实时战斗电子游戏中更快的感知
在实时视频游戏中,人工智能控制的玩家(被称为代理)在同等地位上仍然不如熟练的人类玩家。在这项工作中,我们的目标是构建一个足够强大的智能体,在实时战斗视频游戏中与熟练的人类玩家战斗。首先,我们研究了感知速度和表现之间的关系。从使用两个代理的模拟中,其中一个代理具有延迟感知,我们知道感知速度是性能的关键因素。这也就意味着通过预测对手的行为来增强智能体是有效的。因此,我们构建了一个智能体来预测打斗电子游戏中对手的位置和动作。智能体使用线性外推法预测位置,使用k近邻法预测动作。比较具有和不具有预测能力的智能体,我们看到,在之前的比赛中,预测智能体在与6名参赛者的比赛中,大多数情况下比没有预测能力的智能体获得更高的分数。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信