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Combining AI Methods for Learning Bots in a Real-Time Strategy Game

机译:在实时策略游戏中结合AI方法学习机器人

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We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy game released in 2006 by Introversion Software Ltd. The AI-bot retrieves plans from a case-base of recorded games, then uses these to generate a new plan using a method based on decision tree learning. In addition, we have implemented more sophisticated control over low-level actions that enable the AI-bot to synchronize bombing runs, and used a simulated annealing approach for assigning bombing targets to planes and opponent cities to missiles. We describe how our AI-bot operates, and the experimentation we have performed in order to determine an optimal configuration for it. With this configuration, our AI-bot beats Introversion's finite state machine automated player in 76.7% of 150 matches played. We briefly introduce the notion of ability versus enjoyability and discuss initial results of a survey we conducted with human players.
机译:我们描述了一种使用多种AI技术模拟策略游戏中人类游戏玩法的方法,包括模拟退火,决策树学习和基于案例的推理。我们已经实现了一个AI机器人,该机器人使用这些技术来形成一种计划方案,以计划在Introversion Software Ltd.于2006年发布的核战争模拟策略游戏DEFCON中。该AI机器人从案例库中检索计划记录的游戏,然后通过基于决策树学习的方法使用这些记录来生成新计划。此外,我们对低级动作实施了更复杂的控制,以使AI机器人能够同步轰炸过程,并使用模拟退火方法将轰炸目标分配给飞机,将敌方城市分配给导弹。我们描述了AI-bot的运行方式,以及为了确定最佳配置而进行的实验。通过这种配置,我们的AI机器人在150场比赛中击败了Introversion的有限状态机自动播放器。我们简要介绍了能力与乐趣的概念,并讨论了我们与人类玩家进行的一项调查的初步结果。

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