DocumentCode
2415903
Title
Learning to intercept opponents in first person shooter games
Author
Tastan, Bulent ; Chang, Yuan ; Sukthankar, Gita
Author_Institution
Dept. of EECS, Univ. of Central Florida, Orlando, FL, USA
fYear
2012
fDate
11-14 Sept. 2012
Firstpage
100
Lastpage
107
Abstract
One important aspect of creating game bots is adversarial motion planning: identifying how to move to counter possible actions made by the adversary. In this paper, we examine the problem of opponent interception, in which the goal of the bot is to reliably apprehend the opponent. We present an algorithm for motion planning that couples planning and prediction to intercept an enemy on a partially-occluded Unreal Tournament map. Human players can exhibit considerable variability in their movement preferences and do not uniformly prefer the same routes. To model this variability, we use inverse reinforcement learning to learn a player-specific motion model from sets of example traces. Opponent motion prediction is performed using a particle filter to track candidate hypotheses of the opponent´s location over multiple time horizons. Our results indicate that the learned motion model has a higher tracking accuracy and yields better interception outcomes than other motion models and prediction methods.
Keywords
computer games; learning (artificial intelligence); path planning; software agents; adversarial motion planning; couples planning; first person shooter games; game bots; inverse reinforcement learning; motion models; opponent interception; partially-occluded Unreal Tournament map; player-specific motion model; prediction methods; Entropy; Games; Learning; Mathematical model; Tracking; Trajectory; Vectors;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2012 IEEE Conference on
Conference_Location
Granada
Print_ISBN
978-1-4673-1193-9
Electronic_ISBN
978-1-4673-1192-2
Type
conf
DOI
10.1109/CIG.2012.6374144
Filename
6374144
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