神话时代游戏的智能代理:泰坦

Jin Park, Du Zhang, M. Lu
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引用次数: 1

摘要

在本文中,我们描述了神话时代游戏的智能代理:泰坦。通过执行一些世界上最好的球员开发的已知经济理论,代理与原始游戏引擎相比具有优越的冲球性能。具体来说,代理希望减少未使用的资源,并为军事单位生产量身定制资源收集,以便在对手之前推出第一次攻击,并在攻击到来时超过对手的军队。军事生产效率的提高可以更好地保护资源采集者、建筑和扩大的领土,并将对手钉在自己的基地上。在我们的实验中,代理的总输赢记录是35胜10负。虽然我们的研究重点是Rush战术,但我们采用的方法也适用于游戏的其他方面。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An intelligent agent for the game of Age of Mythology: the Titans
In this paper, we describe an intelligent agent for the game of Age of Mythology: the Titans. Through implementing known economic theories that were developed by some of the world’s best players, the agent has a superior rushing performance when compared with the original game engine. Specifically the agent looks to reduce unspent resources and tailor the gathering of resources for military unit production in order to push out the first attack before the opponent and to outnumber the opponent’s army when the attack arrives. The increased efficiency in military production has led to better protection of resource gatherers, buildings, and expanded territory, and pinned the opponent to its own base. In our experiments, the overall win-loss record for the agent is 35 wins and 10 losses. Though our focus in the study is on the Rush tactic, the approach we adopt can be applied to other aspects of the game.
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