Abstract | ||
---|---|---|
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a oneplayer wRTS game constructed specifically for experimentation. |
Year | DOI | Venue |
---|---|---|
2012 | 10.1007/978-3-642-21344-1_39 | IWINAC'11 Proceedings of the 4th international conference on Interplay between natural and artificial computation - Volume Part I |
DocType | Volume | ISSN |
Journal | abs/1201.3117 | 0302-9743 |
Citations | PageRank | References |
3 | 0.39 | 9 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
José A. García Gutiérrez | 1 | 4 | 1.09 |
Carlos Cotta | 2 | 441 | 36.10 |
Antonio J. Fernández | 3 | 21 | 2.02 |