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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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 |
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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. |
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Cabansag, Mark Jason B. Dancel, Franco Magno C. Dy, Dennis J. Yap, Jason Albert A. |
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Cabansag, Mark Jason B. Dancel, Franco Magno C. Dy, Dennis J. Yap, Jason Albert A. |
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Cabansag, Mark Jason B. |
title |
Autoplay: Automatic player creation using conceptual clustering |
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Autoplay: Automatic player creation using conceptual clustering |
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Autoplay: Automatic player creation using conceptual clustering |
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Autoplay: Automatic player creation using conceptual clustering |
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Autoplay: Automatic player creation using conceptual clustering |
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autoplay: automatic player creation using conceptual clustering |
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2007 |
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https://animorepository.dlsu.edu.ph/etd_bachelors/14413 |
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