{"title":"Computable Expert Knowledge in Computer Games","authors":"K. Fujii, F. Hsieh, Cho-Jui Hsieh","doi":"10.1109/ICMLA.2017.00-69","DOIUrl":null,"url":null,"abstract":"We algorithmically compute and demonstrate multi-scale expert knowledge of computer gaming through pattern compositions on two levels of heterogeneity. Hierarchical clustering (HC) is applied to construct block-based heatmaps: colored matrices framed by two hierarchical trees imposed upon row and column axes. The computed heterogeneity is seen to induce different collections of viable gaming features pertaining to different map-clusters. On the game level, the map-dependent heterogeneity is seen to reveal which gaming-feature-pattern compositions are indeed viable for wins or losses with near-certainty, and which correspond to 50-50 uncertainty in outcome. Hence, such pattern compositions become the critical knowledge bases for pre-game prediction as well as ongoing-gaming strategy. The computer game, TagPro: Capture the Flag, is used as an illustrating example throughout the development of this paper.","PeriodicalId":6636,"journal":{"name":"2017 16th IEEE International Conference on Machine Learning and Applications (ICMLA)","volume":"99 1","pages":"749-754"},"PeriodicalIF":0.0000,"publicationDate":"2017-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 16th IEEE International Conference on Machine Learning and Applications (ICMLA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICMLA.2017.00-69","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
We algorithmically compute and demonstrate multi-scale expert knowledge of computer gaming through pattern compositions on two levels of heterogeneity. Hierarchical clustering (HC) is applied to construct block-based heatmaps: colored matrices framed by two hierarchical trees imposed upon row and column axes. The computed heterogeneity is seen to induce different collections of viable gaming features pertaining to different map-clusters. On the game level, the map-dependent heterogeneity is seen to reveal which gaming-feature-pattern compositions are indeed viable for wins or losses with near-certainty, and which correspond to 50-50 uncertainty in outcome. Hence, such pattern compositions become the critical knowledge bases for pre-game prediction as well as ongoing-gaming strategy. The computer game, TagPro: Capture the Flag, is used as an illustrating example throughout the development of this paper.