Improving behavior of computer game bots using fictitious play

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Improving Behavior of Computer Game Bots Using Fictitious Play

In modern computer games, “bots” – intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games′ player, a player might lose interest in the game. W...

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A 2 × 2 Game without the Fictitious Play Property ∗

The definition of fictitious play may depend on first move rules, initial beliefs, weights assigned to initial beliefs, and tie-breaking rules determining the particular best replies chosen at each stage. Using the original definition of Brown (1951) in which the first moves are chosen arbitrarily and no tie-breaking rules are assumed, we give an example of a fictitious play process in a 2 × 2 ...

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Generalised weakened fictitious play

A general class of adaptive process in games is developed, which significantly generalises weakened fictitious play (Van der Genugten, 2000) and includes several interesting fictitious-play-like processes as special cases. The general model is rigorously analysed using the best response differential inclusion, and shown to converge in games with the fictitious play property. Furthermore, a new ...

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Brown's original fictitious play

What modern game theorists describe as “fictitious play” is not the learning process George W. Brown defined in his 1951 paper. His original version differs in a subtle detail, namely the order of belief updating. In this note we revive Brown’s original fictitious play process and demonstrate that this seemingly innocent detail allows for an extremely simple and intuitive proof of convergence i...

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Measuring Enjoyment of Computer Game Play

This paper reports on the development of an instrument designed to measure the enjoyment of computer game play. Despite the enormous technological progress in the field of computer games, enjoyment of computer game play is still not a welldefined construct. Based on Nabi and Krcmar’s (2004) tripartite model of media enjoyment, a survey questionnaire was developed to measure computer game player...

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ژورنال

عنوان ژورنال: International Journal of Automation and Computing

سال: 2012

ISSN: 1476-8186,1751-8520

DOI: 10.1007/s11633-012-0625-5