A Bayesian Model for Plan Recognition in RTS Games Applied to StarCraft
نویسندگان
چکیده
The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. “Tech trees” or “build trees” are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian model for RTS build tree prediction from noisy observations, which parameters are learned from replays (game logs). This unsupervised machine learning approach involves minimal work for the game developers as it leverage players’ data (common in RTS). We applied it to StarCraft and showed that it yields high quality and robust predictions, that can feed an adaptive AI.
منابع مشابه
Robust Opponent Modeling in Real-Time Strategy Games using Bayesian Networks
Opponent modeling is a key challenge in Real-Time Strategy (RTS) games as the environment is adversarial in these games, and the player cannot predict the future actions of her opponent. Additionally, the environment is partially observable due to the fog of war. In this paper, we propose an opponent model which is robust to the observation noise existing due to the fog of war. In order to cope...
متن کاملReports on the 2012 AIIDE Workshops
With the advent of the BWAPI StarCraft programming interface, interest in real-time strategy (RTS) game AI has increased considerably. At the 2011 AIIDE conference, several papers on the subject were presented, ranging from build order planning, over state estimation, to plan recognition. In addition, a panel discussion on RTS game AI took place, the StarCraft competition was discussed, prizes ...
متن کاملInferring Strategies from Limited Reconnaissance in Real-time Strategy Games
In typical real-time strategy (RTS) games, enemy units are visible only when they are within sight range of a friendly unit. Knowledge of an opponent’s disposition is limited to what can be observed through scouting. Information is costly, since units dedicated to scouting are unavailable for other purposes, and the enemy will resist scouting attempts. It is important to infer as much as possib...
متن کاملSelecting Robust Strategies in RTS Games via Concurrent Plan Augmentation
The multifaceted complexity of real-time strategy (RTS) games forces AI systems to break down policy computation into smaller subproblems – strategic planning, tactical planning, reactive control, and others. To further simplify planning at the strategic and tactical levels, state-of-the-art automatic techniques for this task, such as case-based planning, produce deterministic plans for what is...
متن کاملUsing Bayesian Network in Plan Recognition for RTS Games
Real-time strategy games such as Warcraft, which is very popular, still utilizes finite-state machines and rules to determine the artificial intelligence of the NPC or Non-player computer. This provided a stable implementation for the game but suffers from predictability of the computer players actions. In order to further improve the current state of technology and limit predictability of the ...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
- CoRR
دوره abs/1111.3735 شماره
صفحات -
تاریخ انتشار 2011