• DocumentCode
    130252
  • Title

    Deduction of fighting-game countermeasures using the k-nearest neighbor algorithm and a game simulator

  • Author

    Yamamoto, Koji ; Mizuno, Seiya ; Chun Yin Chu ; Thawonmas, Ruck

  • Author_Institution
    Intell. Comput. Entertainment Lab., Ritsumeikan Univ., Kusatsu, Japan
  • fYear
    2014
  • fDate
    26-29 Aug. 2014
  • Firstpage
    1
  • Lastpage
    5
  • Abstract
    This paper proposes an artificial intelligence algorithm that uses the k-nearest neighbor algorithm to predict its opponent´s attack action and a game simulator to deduce a countermeasure action for controlling an in-game character in a fighting game. This AI algorithm (AI) aims at achieving good results in the fighting-game AI competition having been organized by our laboratory since 2013. It is also a sample AI, called MizunoAI, publicly available for the 2014 competition at CIG 2014. In fighting games, every action is either advantageous or disadvantageous against another. By predicting its opponent´s next action, our AI can devise a countermeasure which is advantageous against that action, leading to higher scores in the game. The effectiveness of the proposed AI is confirmed by the results of matches against the top-three AI entries of the 2013 competition.
  • Keywords
    artificial intelligence; computer games; AI algorithm; MizunoAI; artificial intelligence; fighting-game countermeasureS; game simulator; k-nearest neighbor algorithm; Artificial intelligence; Classification algorithms; Computers; Data mining; Delays; Games; Prediction algorithms;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2014 IEEE Conference on
  • Conference_Location
    Dortmund
  • Type

    conf

  • DOI
    10.1109/CIG.2014.6932915
  • Filename
    6932915