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Agents Behavior and Preferences Characterization in Civilization IV

机译:文明IV中的特工行为和偏好表征

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Player Modeling is becoming an important feature in Digital Games. It basically consists in understanding and modeling the player characteristics and behaviors during the game and has been mainly used to improve the games artificial intelligence, making games more adaptable to different players. In this paper, we try to characterize the preference of the players using a novel approach in games: we use mathematical regressions to characterize players behavior, looking for functions that best fit these behaviors. Using AI controlled players in {em Civilization IV} as a testbed, this characterization is performed by extracting game data (score and resources, for example) at the end of each turn and generating functions that characterize the data evolution during the game. We were able to obtain models that distinguish the agents preferences showing the effectiveness of this approach.
机译:玩家建模已成为数字游戏的重要功能。它主要包括对游戏过程中玩家的特征和行为的理解和建模,并且主要用于改善游戏的人工智能,使游戏更适合不同的玩家。在本文中,我们尝试使用一种新颖的游戏方法来表征玩家的偏好:我们使用数学回归来表征玩家的行为,寻找最适合这些行为的函数。使用{em Civilization IV}中由AI控制的玩家作为测试平台,通过在每个回合结束时提取游戏数据(例如得分和资源)并生成表征游戏过程中数据演变的函数来执行此表征。我们能够获得能够区分代理商偏好的模型,从而表明该方法的有效性。

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