{"title":"一种利用机器学习策略游戏生成紧急行为的方法","authors":"A. F. V. Machado, E. Clua, B. Zadrozny","doi":"10.1109/SBGAMES.2010.21","DOIUrl":null,"url":null,"abstract":"This work proposes the use of machine learning for the creation of a basic library of experiences, which will be used for the generation of emergent behaviors for characters in a strategy game. In order to create a high diversification of the agents' story elements, the characteristics of the agents are manipulated based on their adaptation to the environment and interaction with enemies. We start by defining important requirements that should be observed when modeling the instances. Then, we propose a new architecture paradigm and suggest what would be the most appropriate classification algorithm for this architecture. Results are obtained with an implementation of a prototype strategy game, called Darwin Kombat, which validated the definition of the best classifier.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"A Method for Generating Emergent Behaviors Using Machine Learning to Strategy Games\",\"authors\":\"A. F. V. Machado, E. Clua, B. Zadrozny\",\"doi\":\"10.1109/SBGAMES.2010.21\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This work proposes the use of machine learning for the creation of a basic library of experiences, which will be used for the generation of emergent behaviors for characters in a strategy game. In order to create a high diversification of the agents' story elements, the characteristics of the agents are manipulated based on their adaptation to the environment and interaction with enemies. We start by defining important requirements that should be observed when modeling the instances. Then, we propose a new architecture paradigm and suggest what would be the most appropriate classification algorithm for this architecture. Results are obtained with an implementation of a prototype strategy game, called Darwin Kombat, which validated the definition of the best classifier.\",\"PeriodicalId\":211123,\"journal\":{\"name\":\"2010 Brazilian Symposium on Games and Digital Entertainment\",\"volume\":\"14 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-11-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 Brazilian Symposium on Games and Digital Entertainment\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGAMES.2010.21\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 Brazilian Symposium on Games and Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2010.21","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Method for Generating Emergent Behaviors Using Machine Learning to Strategy Games
This work proposes the use of machine learning for the creation of a basic library of experiences, which will be used for the generation of emergent behaviors for characters in a strategy game. In order to create a high diversification of the agents' story elements, the characteristics of the agents are manipulated based on their adaptation to the environment and interaction with enemies. We start by defining important requirements that should be observed when modeling the instances. Then, we propose a new architecture paradigm and suggest what would be the most appropriate classification algorithm for this architecture. Results are obtained with an implementation of a prototype strategy game, called Darwin Kombat, which validated the definition of the best classifier.