Determining Computer Opponent’s Actions in Strategy Game Using K-Nearest Neighbour Algorithm

Michael Freddy, T. M. S. Mulyana
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Abstract

Advances in computer technology allow various devices to complete complex computing, especially in the entertainment industry and the biggest example is games. Strategy game is the type of game that most often gets an Artificial Intelligence or AI system implemented to imitate human behaviour when playing games. Many game AI systems are predictable so players get bored quickly, so adaptive and simple AI is needed to make it easier for game developers. K-Nearest Neighbour is a classification algorithm with supervised learning, this algorithm will be used in this study. The research method tests the level of accuracy in determining the class by providing a sample of data which is divided into training data and test data. The measure of the level of accuracy is calculated using the confusion matrix after the test table is obtained. The results of the study concluded that the K-Nearest Neighbour algorithm can determine computer opponents fairly well. More data samples are needed as data training to increase the level of classification accuracy.
利用k -最近邻算法确定策略博弈中计算机对手的行动
计算机技术的进步允许各种设备完成复杂的计算,特别是在娱乐行业,最大的例子是游戏。策略游戏是最常使用人工智能或AI系统来模仿人类行为的游戏类型。许多游戏AI系统都是可预测的,所以玩家很快就会感到无聊,所以游戏开发者需要一种适应性强且简单的AI。k近邻是一种有监督学习的分类算法,本研究将使用该算法。该研究方法通过提供一个数据样本,将其分为训练数据和测试数据,来检验确定类别的准确性水平。得到测试表后,利用混淆矩阵计算精度水平的度量。研究结果表明,k近邻算法可以很好地确定计算机对手。为了提高分类精度水平,需要更多的数据样本作为数据训练。
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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