A Method for Generating Emergent Behaviors Using Machine Learning to Strategy Games

A. F. V. Machado, E. Clua, B. Zadrozny
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引用次数: 4

Abstract

This work proposes the use of machine learning for the creation of a basic library of experiences, which will be used for the generation of emergent behaviors for characters in a strategy game. In order to create a high diversification of the agents' story elements, the characteristics of the agents are manipulated based on their adaptation to the environment and interaction with enemies. We start by defining important requirements that should be observed when modeling the instances. Then, we propose a new architecture paradigm and suggest what would be the most appropriate classification algorithm for this architecture. Results are obtained with an implementation of a prototype strategy game, called Darwin Kombat, which validated the definition of the best classifier.
一种利用机器学习策略游戏生成紧急行为的方法
这项工作提出使用机器学习来创建一个基本的经验库,这将用于生成策略游戏中角色的突发行为。为了创造一个高度多样化的代理故事元素,代理的特征是根据他们对环境的适应和与敌人的互动来操纵的。我们首先定义在对实例建模时应该观察到的重要需求。然后,我们提出了一个新的体系结构范例,并提出了该体系结构最合适的分类算法。结果是通过一个名为达尔文快打的原型策略游戏的实现获得的,该游戏验证了最佳分类器的定义。
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