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Imitating the Behavior of Human Players in Action Games

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4161))

Abstract

In action games, the computer’s behavior lacks diversity and human players are able to learn how the computer behaves by playing the same game over and over again. As a result, human players eventually grow tired of the game. Therefore, this paper proposes a method of imitating the behavior of human players by creating profiles of players from their play data. By imitating what many different players do, a greater variety of actions can be created.

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References

  1. Schwab, B.: AI Game Engine Programming, pp. 203–210. Charles River Media, Hingham (2004)

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© 2006 IFIP International Federation for Information Processing

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Nakano, A., Tanaka, A., Hoshino, J. (2006). Imitating the Behavior of Human Players in Action Games. In: Harper, R., Rauterberg, M., Combetto, M. (eds) Entertainment Computing - ICEC 2006. ICEC 2006. Lecture Notes in Computer Science, vol 4161. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11872320_44

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  • DOI: https://doi.org/10.1007/11872320_44

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-45259-1

  • Online ISBN: 978-3-540-45261-4

  • eBook Packages: Computer ScienceComputer Science (R0)

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