Title
Design of emergent and adaptive virtual players in a war RTS game
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 Gutiérrez141.09
Carlos Cotta244136.10
Antonio J. Fernández3212.02