Winning Prediction in WoW Strategy Game Using Evolutionary Learning

Tain-Lain Chuang, Shao-Shin Hung, Chiu-Jung Hsu, D. Tsaih, Jyh-Jong Tsay
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引用次数: 2

Abstract

Over the past decades, real-time strategy (RTS) games have steadily gained in popularity and have become common in video game leagues. However, a big challenge for creating human-level game AI is the different traits of races of opponents and their locations of enemy units are partially observable. To overcome this limitation, we explore evolutionary-based approach for estimating the location of enemy units that have been encountered. In this paper, we propose an efficient framework to predict the winning ratio between the different races used in the real-time strategy game. We represent state estimation as an optimization problem, and automatically learn parameters for the evolutionary-based model by learning a corpus of expert Star Craft replays. The evolutionary-based model tracks opponent units and provides conditions for activating tactical behaviors in our Star Craft boot. Our results show that incorporating a learned evolutionary-based model improves the performance of EISBot by 60% over baseline approaches.
基于进化学习的《魔兽世界》策略游戏获胜预测
在过去的几十年里,即时战略(RTS)游戏逐渐流行起来,并在电子游戏联盟中变得普遍起来。然而,创造人类级别游戏AI的一大挑战是对手种族的不同特征以及敌人单位的位置是可以部分观察到的。为了克服这一限制,我们探索了基于进化的方法来估计所遇到的敌人单位的位置。在本文中,我们提出了一个有效的框架来预测实时策略游戏中不同种族之间的胜率。我们将状态估计表示为一个优化问题,并通过学习《星际争霸》专家重播语料库来自动学习基于进化的模型的参数。基于进化的模型能够追踪对手单位,并在《星际争霸》引导中为激活战术行为提供条件。我们的研究结果表明,结合一个基于学习进化的模型,EISBot的性能比基线方法提高了60%。
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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