{"title":"Mining game logs to create a playbook for unit AIs","authors":"Daniel Wehr, J. Denzinger","doi":"10.1109/CIG.2015.7317897","DOIUrl":null,"url":null,"abstract":"We present a method for mining game logs for plays, sequences of actions for a group of units achieving an objective with a high likelihood and in many logs. The mining moves through a log backwards, identifying states that achieve the objective and taking this state and certain surrounding ones as a play candidate. After filtering out irrelevant information and too costly candidates, we cluster similar candidates and abstract the candidates in large enough clusters into a play. We applied these general ideas to the game Battle for Wesnoth and our evaluation showed that we are able to consistently mine successful plays, some of which are also often applied in logs that were not used for the mining.","PeriodicalId":244862,"journal":{"name":"2015 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","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.2015.7317897","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
We present a method for mining game logs for plays, sequences of actions for a group of units achieving an objective with a high likelihood and in many logs. The mining moves through a log backwards, identifying states that achieve the objective and taking this state and certain surrounding ones as a play candidate. After filtering out irrelevant information and too costly candidates, we cluster similar candidates and abstract the candidates in large enough clusters into a play. We applied these general ideas to the game Battle for Wesnoth and our evaluation showed that we are able to consistently mine successful plays, some of which are also often applied in logs that were not used for the mining.
我们提出了一种挖掘游戏日志的方法,用于在许多日志中以高可能性实现目标的一组单位的行动序列。挖掘通过日志向后移动,识别实现目标的状态,并将此状态和某些周围状态作为游戏候选。在过滤掉不相关信息和过于昂贵的候选信息后,我们将相似的候选信息聚类,并将候选信息抽象成一个足够大的簇。我们将这些基本理念应用到游戏《Battle for Wesnoth》中,我们的评估表明我们能够持续地挖掘成功的游戏,其中一些也经常被应用到未用于挖掘的日志中。