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Adaptive Learning in Games: Defining Profiles of Competitor Players

机译:游戏中的自适应学习:定义竞争对手的竞争者

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Artificial Intelligence has been applied to dynamic games for many years. The ultimate goal is creating responses in virtual entities that display human-like reasoning in the definition of their behaviors. However, virtual entities that can be mistaken for real persons are yet very far from being fully achieved. This paper presents an adaptive learning based methodology for the definition of players’ profiles, with the purpose of supporting decisions of virtual entities. The proposed methodology is based on reinforcement learning algorithms, which are responsible for choosing, along the time, with the gathering of experience, the most appropriate from a set of different learning approaches. These learning approaches have very distinct natures, from mathematical to artificial intelligence and data analysis methodologies, so that the methodology is prepared for very distinct situations. This way it is equipped with a variety of tools that individually can be useful for each encountered situation. The proposed methodology is tested firstly on two simpler computer versus human player games: the rock-paperscissors game, and a penalty-shootout simulation. Finally, the methodology is applied to the definition of action profiles of electricity market players; players that compete in a dynamic game-wise environment, in which the main goal is the achievement of the highest possible profits in the market.
机译:人工智能已应用于动态游戏多年。最终目标是在虚拟实体中创建响应,这些实体在其行为的定义中显示人类的推理。但是,可以误认为真正人员的虚拟实体尚未完全实现。本文介绍了基于自适应的学习方法,用于定义参与者的个人资料,目的是支持虚拟实体的决策。该方法基于加强学习算法,该算法沿着经验的聚集,负责选择的时间,从一组不同的学习方法中最合适。这些学习方法具有非常明显的自然,从数学到人工智能和数据分析方法,以便为非常独特的情况做好了方法。这样,它配备了各种工具,可以单独对每个遇到的情况有用。拟议的方法首先测试了两个更简单的计算机与人类玩家游戏:摇滚纸屑游戏,以及惩罚枪战模拟。最后,该方法适用于电力市场参与者行动概况的定义;在动态游戏中竞争的球员,主要目标是实现市场上最高的利润。

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