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Learning Human-Like Opponent Behavior for Interactive Computer Games

机译:学习交互式计算机游戏中类似人的对手行为

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Compared to their ancestors in the early 1970s, present day computer games are of incredible complexity and show magnificent graphical performance. However, in programming intelligent opponents, the game industry still applies techniques developed some 30 years ago. In this paper, we investigate whether opponent programming can be treated as a problem of behavior learning. To this end, we assume the behavior of game characters to be a function that maps the current game state onto a reaction. We will show that neural networks architectures are well suited to learn such functions and by means of a popular commercial game we demonstrate that agent behaviors can be learned from observation.
机译:与1970年代初的祖先相比,当今的电脑游戏具有令人难以置信的复杂性,并具有出色的图形性能。但是,在为聪明的对手编程时,游戏行业仍然采用大约30年前开发的技术。在本文中,我们研究了对手编程是否可以被视为行为学习的问题。为此,我们假设游戏角色的行为是将当前游戏状态映射到反应上的函数。我们将证明神经网络体系结构非常适合学习此类功能,并且通过一种流行的商业游戏,我们证明了可以从观察中学习代理行为。

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