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Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game

机译:在实时战略游戏中学习获胜:基于案例的计划选择

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While several researchers have applied case-based reasoning techniques to games, only Ponsen and Spronck (2004) have addressed the challenging problem of learning to win real-time games. Focusing on WARGUS, they report good results for a genetic algorithm that searches in plan space, and for a weighting algorithm (dynamic scripting) that biases subplan retrieval. However, both approaches assume a static opponent, and were not designed to transfer their learned knowledge to opponents with substantially different strategies. We introduce a plan retrieval algorithm that, by using three key sources of domain knowledge, removes the assumption of a static opponent. Our experiments show that its implementation in the Case-based Tactician (CAT) significantly outperforms the best among a set of genetically evolved plans when tested against random WARGUS opponents. CAT communicates with WARGUS through TIELT, a testbed for integrating and evaluating decision systems with simulators. This is the first application of TIELT. We describe this application, our lessons learned, and our motivations for future work.
机译:虽然几位研究人员将基于案例的推理技术应用于游戏,但只有Ponsen和Spronck(2004)已经解决了赢得实时游戏的挑战性问题。关注Wargus,他们向计划空间中搜索的遗传算法以及偏置子平板检索的加权算法(动态脚本)来报告良好的遗传算法。然而,两种方法都采用了一个静态对手,并且没有旨在将学习知识转移到具有实质不同的策略。我们介绍一个计划检索算法,通过使用三个关键的域知识来源,消除静态对手的假设。我们的实验表明,其在基于案例的策略(CAT)中的实施显着优于一系列基因演进计划时,在针对随机的Wargus对手测试时,这是一组基因演化的计划中最好的。猫通过Tielt,一个用于用模拟器进行集成和评估决策系统的测试平台沟通。这是第一次应用Tielt。我们描述了此申请,我们的经验教训,以及我们未来工作的动机。

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