pith. sign in

arxiv: 1201.3117 · v1 · pith:IEAKEWKNnew · submitted 2012-01-15 · 💻 cs.NE · cs.AI

Design of Emergent and Adaptive Virtual Players in a War RTS Game

classification 💻 cs.NE cs.AI
keywords playervirtualgamerealtimegamesmodelopponent
0
0 comments X
read the original abstract

Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one player wRTS game constructed specifically for experimentation.

This paper has not been read by Pith yet.

discussion (0)

Sign in with ORCID, Apple, or X to comment. Anyone can read and Pith papers without signing in.