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A machine learning based system for mostly automating opponent modeling in real-time strategy games

机译:基于机器学习的系统,主要用于在实时策略游戏中自动执行对手建模

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Real-Time Strategy (RTS) games are high-performance simulators to wars in the real life. Opponent modeling in RTS games is a challenging problem. Many approaches that handled opponent modeling problems in RTS games pretended inefficiency or were game-specific. In this paper, we present a machine learning based system for opponent modeling in RTS games that mostly automates the opponent modeling process from learning to employment. The proposed system does not depend on prior domain knowledge, and it continuously adapts according to its performance. For efficiency, the system consists of two phases: An offline phase for learning the opponent models, and an online phase for employing the learned models efficiently during the gameplay. The system was implemented and experimented in RTS game called `GLest'. The experiments were held for two different game maps namely `Angry Forest' and `Dark Waters'. The obtained results revealed that the system is able to semi-automate the opponent models learning, and can create an adaptable game AI. Besides, the results indicated that incorporating the proposed opponent modeling system indeed increases the performance of the game AI.
机译:实时策略(RTS)游戏是高性能的模拟器,可应对现实生活中的战争。 RTS游戏中的对手建模是一个具有挑战性的问题。处理RTS游戏中对手建模问题的许多方法都以效率低下或特定于游戏为假。在本文中,我们提出了一种基于机器学习的RTS游戏中对手建模的系统,该系统主要自动化了从学习到就业的对手建模过程。所提出的系统不依赖于先前的领域知识,并且根据其性能不断地进行调整。为了提高效率,该系统包括两个阶段:离线阶段,用于学习对手模型;以及在线阶段,用于在游戏过程中有效地使用所学习的模型。该系统已在名为“ GLest”的RTS游戏中实现并进行了实验。实验是针对两个不同的游戏地图进行的,分别是“愤怒的森林”和“黑暗的水域”。获得的结果表明,该系统能够半自动化对手模型学习,并可以创建适应性强的游戏AI。此外,结果表明,结合提出的对手建模系统确实可以提高游戏AI的性能。

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