DocumentCode
3192165
Title
A Method for Generating Emergent Behaviors Using Machine Learning to Strategy Games
Author
Machado, Alex F V ; Clua, Esteban W. ; Zadrozny, Bianca
Author_Institution
Inst. de Comput., Univ. Fed. Fluminense, Niteroi, Brazil
fYear
2010
fDate
8-10 Nov. 2010
Firstpage
12
Lastpage
18
Abstract
This work proposes the use of machine learning for the creation of a basic library of experiences, which will be used for the generation of emergent behaviors for characters in a strategy game. In order to create a high diversification of the agents´ story elements, the characteristics of the agents are manipulated based on their adaptation to the environment and interaction with enemies. We start by defining important requirements that should be observed when modeling the instances. Then, we propose a new architecture paradigm and suggest what would be the most appropriate classification algorithm for this architecture. Results are obtained with an implementation of a prototype strategy game, called Darwin Kombat, which validated the definition of the best classifier.
Keywords
computer games; learning (artificial intelligence); Darwin Kombat; emergent behavior generation; machine learning; strategy games; Algorithm design and analysis; Classification algorithms; Decision trees; Games; Intelligent agents; Machine learning; Sockets; Machine learning; emergent systems; strategy games;
fLanguage
English
Publisher
ieee
Conference_Titel
Games and Digital Entertainment (SBGAMES), 2010 Brazilian Symposium on
Conference_Location
Florianopolis
ISSN
2159-6654
Print_ISBN
978-1-61284-391-9
Electronic_ISBN
2159-6654
Type
conf
DOI
10.1109/SBGAMES.2010.21
Filename
5772267
Link To Document