DocumentCode
168161
Title
Winning Prediction in WoW Strategy Game Using Evolutionary Learning
Author
Tain-Lain Chuang ; Shao-Shin Hung ; Chiu-Jung Hsu ; Derchian Tsaih ; Jyh-Jong Tsay
Author_Institution
Grad. Sch. of Opto-Mechatron. & Mater., WuFeng Univ., Chiayi, Taiwan
fYear
2014
fDate
10-12 June 2014
Firstpage
717
Lastpage
720
Abstract
Over the past decades, real-time strategy (RTS) games have steadily gained in popularity and have become common in video game leagues. However, a big challenge for creating human-level game AI is the different traits of races of opponents and their locations of enemy units are partially observable. To overcome this limitation, we explore evolutionary-based approach for estimating the location of enemy units that have been encountered. In this paper, we propose an efficient framework to predict the winning ratio between the different races used in the real-time strategy game. We represent state estimation as an optimization problem, and automatically learn parameters for the evolutionary-based model by learning a corpus of expert Star Craft replays. The evolutionary-based model tracks opponent units and provides conditions for activating tactical behaviors in our Star Craft boot. Our results show that incorporating a learned evolutionary-based model improves the performance of EISBot by 60% over baseline approaches.
Keywords
computer games; evolutionary computation; learning (artificial intelligence); Star Craft; evolutionary learning; evolutionary-based approach; human-level game AI; optimization problem; real-time strategy games; video game leagues; winning prediction; Artificial intelligence; Computational modeling; Computers; Educational institutions; Games; Planning; Real-time systems; EISBot; RTS; StarCraft; evolutionary; video game;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer, Consumer and Control (IS3C), 2014 International Symposium on
Conference_Location
Taichung
Type
conf
DOI
10.1109/IS3C.2014.191
Filename
6845983
Link To Document