• DocumentCode
    1873939
  • Title

    vBattle: A new framework to simulate medium-scale battles in individual-per-individual basis

  • Author

    Pena, Luis ; Ossowski, Sascha ; Pena, Jose-Maria

  • Author_Institution
    Centro para las Tecnol. Inteligentes de la Informacion y sus Aplic. (CETINIA), Univ. Rey Juan Carlos, Mostoles, Spain
  • fYear
    2009
  • fDate
    7-10 Sept. 2009
  • Firstpage
    61
  • Lastpage
    68
  • Abstract
    Strategy games such as Warcrafttradeor UFOtrade franchises or RPG games like Never Winter Nightstradeor Baldur Gatetradeare successful blockbusters in video game industry. These games are based on battles simulated individual per individual. These type of games is a very interesting scenario to develop multilevel strategies or emergent behavior in multiagent systems. This paper presents a new computational intelligence framework, named vBattle, for the evaluation of learning strategies in video games. The framework simulates a battle game in which two or more contenders are lighting in units with a high-detail individual-per-individual resolution. This simulation considers aspects of (1) actions parameters (action time, exhaustion consumption), (2) non-deterministic action resolution, (3) hierarchical intelligence (individual vs. unit strategies), and (4) scenario interaction. The vBattle framework is designed to have both a 3D visual representation of executions (either on-line or post-mortem visualization) as well as a server-based engine to perform learning tasks. This contribution presents the design principles of vBattle framework, its objectives, the possible applications for developing computational intelligence algorithms. In addition, preliminary results using a limited version of the framework are also presented.
  • Keywords
    computer games; data visualisation; digital simulation; learning (artificial intelligence); military computing; multi-agent systems; 3D visual representation; action parameter; computational intelligence framework; data visualization; hierarchical intelligence; individual-per-individual basis; learning strategy; medium-scale battle simulation; multiagent system; nondeterministic action resolution; scenario interaction; server-based engine; vBattle framework; video game industry; Algorithm design and analysis; Artificial intelligence; Competitive intelligence; Computational intelligence; Computational modeling; Decision making; Engines; Game theory; Multiagent systems; Toy industry;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on
  • Conference_Location
    Milano
  • Print_ISBN
    978-1-4244-4814-2
  • Electronic_ISBN
    978-1-4244-4815-9
  • Type

    conf

  • DOI
    10.1109/CIG.2009.5286492
  • Filename
    5286492