Autoplay: Automatic player creation using conceptual clustering

Real-Time Strategy (RTS) games entail a lot of difficulty due to the sheer number of tasks to perform (i.e. attach, build) and factors to consider (i.e strategy-formulation, resource-handling). However, the main source of challenge found in RTS games comes from an opponent. A limitation exists in th...

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Main Authors: Cabansag, Mark Jason B., Dancel, Franco Magno C., Dy, Dennis J., Yap, Jason Albert A.
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Language:English
Published: Animo Repository 2007
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Online Access:https://animorepository.dlsu.edu.ph/etd_bachelors/14413
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Institution: De La Salle University
Language: English
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spelling oai:animorepository.dlsu.edu.ph:etd_bachelors-150552021-11-20T14:55:37Z Autoplay: Automatic player creation using conceptual clustering Cabansag, Mark Jason B. Dancel, Franco Magno C. Dy, Dennis J. Yap, Jason Albert A. Real-Time Strategy (RTS) games entail a lot of difficulty due to the sheer number of tasks to perform (i.e. attach, build) and factors to consider (i.e strategy-formulation, resource-handling). However, the main source of challenge found in RTS games comes from an opponent. A limitation exists in that current AI agents in games need to be given an unfair advantage to simulate difficulty. Once a payer learns to counter the strategy, it may lead to a decrease in the variety, difficulty, and playability of a game if he cannot find human opponents. An agent capable of learning and modeling a player's moves can help alleviate this problem by providing a means for the agent to vary its moves from a prewritten, scripted AI. User modeling (UM) is the process of obtaining relevant user information to be able to create a model based from a user's behavior (Rosson, 1998). This research applies UM by having an agent model a player and uses this to implement a capable AI opponent. This is done by obtaining relevant user actions and corresponding environment states. This is done by obtaining relevant user actions and corresponding environment states. This research tackles problems involve in modifying an RTS game to fit the agent (for the player to train or fight) and the user model, and constructing a user model. All these three algorithms failed to come up with a useful model. The set of games was then trimmed down to 7 games, and the algorithms constructed the user model of a player and the agent acted like the player. However, there were several factors that greatly hindered the agent's performance. Some of these factors were the inclusion of irrelevant attributes and failing to consider relevant attributes. 2007-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/etd_bachelors/14413 Bachelor's Theses English Animo Repository Computer Sciences
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
language English
topic Computer Sciences
spellingShingle Computer Sciences
Cabansag, Mark Jason B.
Dancel, Franco Magno C.
Dy, Dennis J.
Yap, Jason Albert A.
Autoplay: Automatic player creation using conceptual clustering
description Real-Time Strategy (RTS) games entail a lot of difficulty due to the sheer number of tasks to perform (i.e. attach, build) and factors to consider (i.e strategy-formulation, resource-handling). However, the main source of challenge found in RTS games comes from an opponent. A limitation exists in that current AI agents in games need to be given an unfair advantage to simulate difficulty. Once a payer learns to counter the strategy, it may lead to a decrease in the variety, difficulty, and playability of a game if he cannot find human opponents. An agent capable of learning and modeling a player's moves can help alleviate this problem by providing a means for the agent to vary its moves from a prewritten, scripted AI. User modeling (UM) is the process of obtaining relevant user information to be able to create a model based from a user's behavior (Rosson, 1998). This research applies UM by having an agent model a player and uses this to implement a capable AI opponent. This is done by obtaining relevant user actions and corresponding environment states. This is done by obtaining relevant user actions and corresponding environment states. This research tackles problems involve in modifying an RTS game to fit the agent (for the player to train or fight) and the user model, and constructing a user model. All these three algorithms failed to come up with a useful model. The set of games was then trimmed down to 7 games, and the algorithms constructed the user model of a player and the agent acted like the player. However, there were several factors that greatly hindered the agent's performance. Some of these factors were the inclusion of irrelevant attributes and failing to consider relevant attributes.
format text
author Cabansag, Mark Jason B.
Dancel, Franco Magno C.
Dy, Dennis J.
Yap, Jason Albert A.
author_facet Cabansag, Mark Jason B.
Dancel, Franco Magno C.
Dy, Dennis J.
Yap, Jason Albert A.
author_sort Cabansag, Mark Jason B.
title Autoplay: Automatic player creation using conceptual clustering
title_short Autoplay: Automatic player creation using conceptual clustering
title_full Autoplay: Automatic player creation using conceptual clustering
title_fullStr Autoplay: Automatic player creation using conceptual clustering
title_full_unstemmed Autoplay: Automatic player creation using conceptual clustering
title_sort autoplay: automatic player creation using conceptual clustering
publisher Animo Repository
publishDate 2007
url https://animorepository.dlsu.edu.ph/etd_bachelors/14413
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