DocumentCode :
2994163
Title :
Rule learning approaches for symmetric multiplayer games
Author :
Rushing, John ; Tiller, John
Author_Institution :
Inf. Technol. & Syst. Center, Univ. of Alabama in Huntsville, Huntsville, AL, USA
fYear :
2011
fDate :
27-30 July 2011
Firstpage :
121
Lastpage :
125
Abstract :
This paper describes a series of experiments involving rule learning for Samurai, a symmetric multiplayer strategy game. Rule based artificial intelligence is commonly used in a wide variety of computer strategy games. Automated rule learning processes have been used to derive rules both to improve the quality of AI play and to illuminate possible strategies and tactics for the games. This research explores the effects of using seed AI rules and bootstrap AI for rule learning on the outcome of the learning process. It is demonstrated that good quality sets of rules can be generated for the Samurai game with or without seed rules. It is also shown that the use of a bootstrap AI produces rule sets better tuned to face that AI, although not necessarily better in general.
Keywords :
computer games; knowledge based systems; learning (artificial intelligence); Samurai; artificial intelligence; bootstrap; rule learning approaches; symmetric multiplayer computer strategy game; Computers; Games; Humans; Learning systems; Optimization; Tiles; Artificial Intelligence; Hill Climbing; Optimization; Rule Systems; Strategic Games;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Games (CGAMES), 2011 16th International Conference on
Conference_Location :
Louisville, KY
Print_ISBN :
978-1-4577-1451-1
Type :
conf
DOI :
10.1109/CGAMES.2011.6000326
Filename :
6000326
Link To Document :
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