Is human-like and well playing contradictory for Diplomacy bots?

M. Kemmerling, Niels Ackermann, N. Beume, M. Preuss, Sebastian Uellenbeck, Wolfgang Walz
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引用次数: 10

Abstract

This paper presents a non-player character (NPC, bot) for the strategy game Diplomacy. The bot is able to communicate with other players and thus shows a human-like behavior. We investigate how far the playing abilities can be improved without corrupting the human-like behavior. Is there a trade-off at all or do these skills complement one another? Different versions of the bot are tested against other bots and humans which requires means to automatically measure believability. We derive such a measure after a general approach and apply it for monitoring the believability criterion while improving the playing strength of our bot.
对于外交机器人来说,像人一样和玩得好是矛盾的吗?
本文介绍了策略游戏《Diplomacy》中的非玩家角色(NPC, bot)。机器人能够与其他玩家交流,从而表现出类似人类的行为。我们研究了在不破坏人类行为的情况下,游戏能力可以提高到什么程度。这些技能之间是否存在取舍关系,还是互为补充?不同版本的机器人与其他机器人和人类进行测试,这需要自动测量可信度。我们在一般方法的基础上推导出这样一个度量,并将其应用于监控可信度标准,同时提高我们的机器人的游戏强度。
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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