Heuristics for sleep and heal in combat

Shuo Xu, Clark Verbrugge
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引用次数: 1

Abstract

Basic attack and defense actions in games are often extended by more powerful actions, including the ability to temporarily incapacitate an enemy through sleep or stun, the ability to restore health through healing, and others. Use of these abilities can have a dramatic impact on combat outcome, and so is typically strongly limited. This implies a non-trivial decision process, and for an AI to effectively use these actions it must consider the potential benefit, opportunity cost, and the complexity of choosing an appropriate target. In this work we develop a formal model to explore optimized use of sleep and heal in small-scale combat scenarios. We consider different heuristics that can guide the use of such actions; experimental work based on Pokémon combats shows that significant improvements are possible over the basic, greedy strategies commonly employed by AI agents. Our work allows for better performance by companion and enemy AIs, and also gives guidance to game designers looking to incorporate advanced combat actions without overly unbalancing combat.
启发式睡眠和治疗在战斗中
游戏中的基本攻击和防御行动通常会被更强大的行动所扩展,包括通过睡眠或昏迷暂时使敌人丧失能力,通过治疗恢复生命值等。这些能力的使用会对战斗结果产生巨大的影响,所以通常是非常有限的。这意味着一个重要的决策过程,并且为了让AI有效地使用这些行动,它必须考虑潜在的利益、机会成本和选择合适目标的复杂性。在这项工作中,我们开发了一个正式的模型来探索在小规模战斗场景中优化使用睡眠和愈合。我们考虑不同的启发式来指导这些行动的使用;基于pok mon战斗的实验工作表明,与人工智能代理通常采用的基本贪婪策略相比,有可能取得重大改进。我们的工作让同伴和敌人的ai有了更好的表现,同时也为那些希望在不过度失衡的情况下融入高级战斗行动的游戏设计师提供了指导。
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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