Generic opponent modelling approach for real time strategy games

Ghada M. Farouk, I. Moawad, M. Aref
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引用次数: 6

Abstract

One of the fundamental and challengeable research areas in Real Time Strategy (RTS) games is opponent modelling. Most current approaches to opponent modelling pretended inefficiency. They are either computationally expensive or required a numerous amount of online gameplays to start learn successful models. Unfortunately, most successful approaches also were game specific. They mainly depend on the expert's knowledge of the game. In this paper, a generic and adaptive opponent modelling approach for RTS games is proposed. It is a completely automated approach for learning the highly informative features of the opponent's behavior of any RTS game. Inspired by the case-based reasoning technique, a case base of different opponent models is constructed in the approach offline phase. The online phase (during gameplay) utilizes only this model base for opponent classification. To better cope with opponents that switch strategies, the approach keeps track of the performance after classification. To show how the proposed approach is beneficial, a case study called SPRING game case-study is presented.
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实时策略游戏的通用对手建模方法
对手建模是即时战略(RTS)游戏的一个基本且具有挑战性的研究领域。目前大多数对手建模方法都假装效率低下。它们要么在计算上很昂贵,要么需要大量的在线游戏才能开始学习成功的模型。不幸的是,大多数成功的方法都是针对特定游戏的。它们主要依赖于专家对游戏的了解。本文提出了一种通用的、自适应的即时战略游戏对手建模方法。这是一种完全自动化的方法,用于学习任何RTS游戏中对手行为的高度信息特征。受基于案例推理技术的启发,在方法离线阶段构建了不同对手模型的案例库。在线阶段(在游戏过程中)只使用这个模型库来对对手进行分类。为了更好地应对改变策略的对手,该方法跟踪分类后的表现。为了展示所建议的方法是如何有益的,本文提出了一个称为SPRING游戏案例研究的案例研究。
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