{"title":"学习虚幻竞技场III的情境感知武器选择策略","authors":"Luca Galli, D. Loiacono, P. Lanzi","doi":"10.1109/CIG.2009.5286461","DOIUrl":null,"url":null,"abstract":"Modern computer games are becoming increasingly complex and only experienced players can fully master the game controls. Accordingly, many commercial games now provide aids to simplify the player interaction. These aids are based on simple heuristics rules and cannot adapt neither to the current game situation nor to the player game style. In this paper, we suggest that supervised methods can be applied effectively to improve the quality of such game aids. In particular, we focus on the problem of developing an automatic weapon selection aid for Unreal Tournament III, a recent and very popular first person shooter (FPS). We propose a framework to (i) collect a dataset from game sessions, (ii) learn a policy to automatically select the weapon, and (iii) deploy the learned models in the game to replace the default weaponswitching aid provided in the game distribution. Our approach allows the development of weapon-switching policies that are aware of the current game context and can also imitate a particular game style.","PeriodicalId":358795,"journal":{"name":"2009 IEEE Symposium on Computational Intelligence and Games","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":"{\"title\":\"Learning a context-aware weapon selection policy for Unreal Tournament III\",\"authors\":\"Luca Galli, D. Loiacono, P. Lanzi\",\"doi\":\"10.1109/CIG.2009.5286461\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Modern computer games are becoming increasingly complex and only experienced players can fully master the game controls. Accordingly, many commercial games now provide aids to simplify the player interaction. These aids are based on simple heuristics rules and cannot adapt neither to the current game situation nor to the player game style. In this paper, we suggest that supervised methods can be applied effectively to improve the quality of such game aids. In particular, we focus on the problem of developing an automatic weapon selection aid for Unreal Tournament III, a recent and very popular first person shooter (FPS). We propose a framework to (i) collect a dataset from game sessions, (ii) learn a policy to automatically select the weapon, and (iii) deploy the learned models in the game to replace the default weaponswitching aid provided in the game distribution. Our approach allows the development of weapon-switching policies that are aware of the current game context and can also imitate a particular game style.\",\"PeriodicalId\":358795,\"journal\":{\"name\":\"2009 IEEE Symposium on Computational Intelligence and Games\",\"volume\":\"25 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-09-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"8\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 IEEE Symposium on Computational Intelligence and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIG.2009.5286461\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 IEEE Symposium on Computational Intelligence and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2009.5286461","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Learning a context-aware weapon selection policy for Unreal Tournament III
Modern computer games are becoming increasingly complex and only experienced players can fully master the game controls. Accordingly, many commercial games now provide aids to simplify the player interaction. These aids are based on simple heuristics rules and cannot adapt neither to the current game situation nor to the player game style. In this paper, we suggest that supervised methods can be applied effectively to improve the quality of such game aids. In particular, we focus on the problem of developing an automatic weapon selection aid for Unreal Tournament III, a recent and very popular first person shooter (FPS). We propose a framework to (i) collect a dataset from game sessions, (ii) learn a policy to automatically select the weapon, and (iii) deploy the learned models in the game to replace the default weaponswitching aid provided in the game distribution. Our approach allows the development of weapon-switching policies that are aware of the current game context and can also imitate a particular game style.