• DocumentCode
    3477344
  • Title

    Believable judge bot that learns to select tactics and judge opponents

  • Author

    Thawonmas, Ruck ; Murakami, Shinsuke ; Sato, Takao

  • Author_Institution
    Intell. Comput. Entertainment Lab., Ritsumeikan Univ., Kusatsu, Japan
  • fYear
    2011
  • fDate
    Aug. 31 2011-Sept. 3 2011
  • Firstpage
    345
  • Lastpage
    349
  • Abstract
    This paper describes our believable judge bot ICE-CIG2011 that has an ability to learn tactics from a judge player and an ability to judge an opponent character as a human or a bot. We conjecture that a bot with these two abilities should be considered human-like in a competition environment, such as BotPrize, where human players participate to compete not only for being the most human-like player but also the best judge. Main contributions of this work lie in our mechanisms for achieving these two abilities. To achieve the former ability, we develop a system and GUI that allow a selected judge player - whose role is to train ICE-CIG2011 - to control his or her character by only deciding which tactic to use under a given situation. We then obtain the judge´s tactic log and use it for training tactic selection of ICE-CIG2011 with neuro evolution of augmenting topologies. To achieve the latter ability, we acquire additional logs when the judge character interacts with other opponent characters. In order to represent the play of a known (bot or human) character, we train a neural gas - a kind of self-organizing neural network - from its log. For an unknown character, once its neural gas is trained after a certain period of observation, ICE-CIG2011 decides if it is a human or bot by using the K-nearest-neighbor algorithm; this algorithm considers the majority in the labels of the K-nearest neural gases, of known characters, to the neural gas of that unknown character. Experimental results are given and discussed concerning these two abilities of ICE-CIG2011.
  • Keywords
    artificial intelligence; computer games; graphical user interfaces; humanoid robots; self-organising feature maps; BotPrize; GUI; ICE-CIG2011; K-nearest-neighbor algorithm; believable judge bot; human-like player; judge opponent; neural gas; self-organizing neural network; tactics; Artificial intelligence; Computers; Conferences; Games; Humans; Neurons; Weapons;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games (CIG), 2011 IEEE Conference on
  • Conference_Location
    Seoul
  • Print_ISBN
    978-1-4577-0010-1
  • Electronic_ISBN
    978-1-4577-0009-5
  • Type

    conf

  • DOI
    10.1109/CIG.2011.6032026
  • Filename
    6032026