首页> 外文会议>AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment >Applying Learning by Observation and Case-Based Reasoning to Improve Commercial RTS Game AI
【24h】

Applying Learning by Observation and Case-Based Reasoning to Improve Commercial RTS Game AI

机译:通过观察和基于案例的推理来应用学习改善商业RTS游戏AI

获取原文

摘要

This document summarises my research in the area of Real- Time Strategy (RTS) video game Artificial Intelligence (AI). The main objective of this research is to increase the quality of AI used in commercial RTS games, which has seen little improvement over the past decade. This objective will be addressed by investigating the use of a learning by observation, case-based reasoning agent, which can be applied to new RTS games with minimal development effort. To be successful, this agent must compare favourably with standard commercial RTS AI techniques: it must be easier to apply, have reasonable resource requirements, and produce a better player. Currently, a prototype implementation has been produced for the game StarCraft, and it has demonstrated the need for processing large sets of input data into a more concise form for use at run-time.
机译:本文件总结了我在实时战略(RTS)视频游戏人工智能(AI)领域的研究。本研究的主要目标是提高商业RTS游戏中使用的AI的质量,这在过去十年中看起来很少有所改善。通过调查使用观察,基于案例的推理代理的学习来解决这一目标,可以应用于具有最小开发工作的新RTS游戏。为了成功,该代理必须与标准商业RTS AI技术有利地比较:它必须更容易应用,有合理的资源要求,并产生更好的球员。目前,为游戏星形争霸制作了原型实施,并且已经证明了需要将大集输入数据处理成更简洁的形式,以便在运行时使用。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号