• 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