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Predicting Opponent's Production in Real-Time Strategy Games With Answer Set Programming

机译:使用答案集编程在实时策略游戏中预测对手的产量

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The adversarial character of real-time strategy (RTS) games is one of the main sources of uncertainty within this domain. Since players lack exact knowledge about their opponent's actions, they need a reasonable representation of alternative possibilities and their likelihood. In this article we propose a method of predicting the most probable combination of units produced by the opponent during a certain time period. We employ a logic programming paradigm called Answer Set Programming, since its semantics is well suited for reasoning with uncertainty and incomplete knowledge. In contrast with typical, purely probabilistic approaches, the presented method takes into account the background knowledge about the game and only considers the combinations that are consistent with the game mechanics and with the player's partial observations. Experiments, conducted during different phases of StarCraft: Brood War and Warcraft III: The Frozen Throne games, show that the prediction accuracy for time intervals of 1–3 min seems to be surprisingly high, making the method useful in practice. Root-mean-square error grows only slowly with increasing prediction intervals—almost in a linear fashion.
机译:实时策略(RTS)游戏的对抗性是该领域不确定性的主要来源之一。由于玩家缺乏对对手动作的确切了解,因此他们需要合理地表示替代可能性及其可能性。在本文中,我们提出了一种预测对手在特定时间段内产生的单位最可能组合的方法。我们采用一种称为答案集编程的逻辑编程范例,因为其语义非常适合不确定性和不完整知识的推理。与典型的纯概率方法相比,提出的方法考虑了有关游戏的背景知识,仅考虑了与游戏机制和玩家的部分观察一致的组合。在《星际争霸:巢穴战争》和《魔兽争霸III:冰封王座》游戏的不同阶段进行的实验表明,对于1–3分钟的时间间隔,其预测准确性似乎很高,这使得该方法在实践中很有用。均方根误差仅随着预测间隔的增加而缓慢增长,几乎以线性方式增长。

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