Data Stream Mining Algorithms for Building Decision Models in a Computer Role-Playing Game Simulation

R. M. M. Vallim, A. Carvalho, João Gama
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引用次数: 1

Abstract

Computer games are attracting increasing interest in the Artificial Intelligence (AI) research community, mainly because games involve reasoning, planning and learning. One area of particular interest in the last years is the creation of adaptive game AI. Adaptive game AI is the implementation of AI in computer games that holds the ability to adapt to changing circumstances, i.e., to exhibit adaptive behavior during the play. This kind of adaptation can be created using Machine Learning techniques, such as neural networks, reinforcement learning and bioinspired methods.In order to learn online, a system needs to overcome the main difficulties imposed by games: processing time and memory requirements. Learning in a game needs to be fast and the memory available is usually not enough to store a large number of training examples to a traditional Machine Learning technique. In this context, methods for mining data streams seem to be a natural approach. Data streams are, by definition, sequences of training examples that arrive over time. In the data stream scenario, algorithms are usually incremental and capable of adapting the decision model when a change in the distribution of the training examples is detected. One particularly interesting algorithm for mining data streams is the Very Fast Decision Tree (VFDT). VFDTs are incremental decision trees designed specifically to meet the data stream problem requirements.In this paper, we analyse the use of VFDTs in the task of learning in a Computer RolePlaying Game context. First, we simulate data from manually designed tactics for a Computer RolePlaying Game, based on Spronck's static tactics, and test the suitability of VFDT to rapid learn these tactics. Afterwards, we conduct an experiment in order to simulate a data stream of examples where changes of tactics occur over time, and analyse how VFDT and some of its variations respond to these changes in the target concept.
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在计算机角色扮演游戏仿真中建立决策模型的数据流挖掘算法
电脑游戏吸引了人工智能(AI)研究界越来越多的兴趣,主要是因为游戏涉及推理、计划和学习。在过去的几年里,人们特别感兴趣的一个领域是自适应游戏AI的创造。适应性游戏AI是指在电脑游戏中执行能够适应不断变化的环境的AI,即在游戏过程中表现出适应性行为。这种适应可以通过机器学习技术来实现,比如神经网络、强化学习和生物启发方法。为了在线学习,系统需要克服游戏带来的主要困难:处理时间和内存要求。在游戏中学习需要快速,而可用的内存通常不足以存储传统机器学习技术的大量训练示例。在这种情况下,挖掘数据流的方法似乎是一种自然的方法。根据定义,数据流是随时间到达的训练示例序列。在数据流场景中,算法通常是增量的,并且能够在检测到训练样本分布的变化时适应决策模型。挖掘数据流的一个特别有趣的算法是快速决策树(VFDT)。vfdt是专门为满足数据流问题需求而设计的增量决策树。在本文中,我们分析了vfdt在计算机角色扮演游戏情境下的学习任务中的使用。首先,我们基于Spronck的静态战术,模拟了计算机角色扮演游戏中人工设计的战术数据,并测试了VFDT快速学习这些战术的适用性。之后,我们进行了一个实验,以模拟战术随时间变化的示例数据流,并分析VFDT及其一些变化如何响应目标概念中的这些变化。
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