Agents Behavior and Preferences Characterization in Civilization IV

Marlos C. Machado, Bruno S. L. Rocha, L. Chaimowicz
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引用次数: 5

Abstract

Player Modeling is becoming an important feature in Digital Games. It basically consists in understanding and modeling the player characteristics and behaviors during the game and has been mainly used to improve the games artificial intelligence, making games more adaptable to different players. In this paper, we try to characterize the preference of the players using a novel approach in games: we use mathematical regressions to characterize players behavior, looking for functions that best fit these behaviors. Using AI controlled players in Civilization IV as a testbed, this characterization is performed by extracting game data (score and resources, for example) at the end of each turn and generating functions that characterize the data evolution during the game. We were able to obtain models that distinguish the agents preferences showing the effectiveness of this approach.
《文明4》中的主体行为和偏好表征
玩家建模正在成为数字游戏的一个重要功能。它主要包括理解和建模玩家在游戏中的特征和行为,主要用于提高游戏的人工智能,使游戏更能适应不同的玩家。在本文中,我们尝试使用一种新颖的游戏方法来描述玩家的偏好:我们使用数学回归来描述玩家的行为,寻找最适合这些行为的函数。以《文明4》中的AI控制玩家为测试平台,通过在每个回合结束时提取游戏数据(游戏邦注:例如分数和资源)并生成表征游戏过程中数据演变的函数来执行这种特征。我们能够获得区分代理偏好的模型,显示这种方法的有效性。
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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