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Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator

机译:使用K-最近邻算法和游戏模拟器扣除战斗游戏对策

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This paper proposes an artificial intelligence algorithm that uses the k-nearest neighbor algorithm to predict its opponent's attack action and a game simulator to deduce a countermeasure action for controlling an in-game character in a fighting game. This AI algorithm (AI) aims at achieving good results in the fighting-game AI competition having been organized by our laboratory since 2013. It is also a sample AI, called MizunoAI, publicly available for the 2014 competition at CIG 2014. In fighting games, every action is either advantageous or disadvantageous against another. By predicting its opponent's next action, our AI can devise a countermeasure which is advantageous against that action, leading to higher scores in the game. The effectiveness of the proposed AI is confirmed by the results of matches against the top-three AI entries of the 2013 competition.
机译:本文提出了一种人工智能算法,该算法利用K-Collect Exband算法预测其对手的攻击行动和游戏模拟器,以推断用于控制战斗游戏中游戏中的游戏角色的对策动作。此AI算法(AI)旨在实现自2013年以来我们的实验室组织的战斗游戏AI竞争中的良好结果。它也是一个名为Mizunoai的样本AI,公开可供2014年CIG的2014年竞争。在战斗比赛中,每个动作都是有利的或不利的另一个。通过预测其对手的下一步行动,我们的AI可以制定一个对抗这种行动的对策,导致比赛中得分更高。拟议的AI的有效性由匹配结果对2013年竞争的前三个AI条目进行匹配。

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