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Learning Player Behaviors in Real Time Strategy Games from Real Data

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Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 5908))

Abstract

This paper illustrates our idea of learning and building player behavioral models in real time strategy (RTS) games from replay data by adopting a Case-Based Reasoning (CBR) approach. The proposed method analyzes and cleans the data in RTS games and converts the learned knowledge into a probabilistic model, i.e., a Dynamic Bayesian Network (DBN), for representation and predication of player behaviors. Each DBN is constructed as a case to represent a prototypical player’s behavior in the game, thus if more cases are constructed the simulation of different types of players in a multi-players game is made possible. Sixty sets of replay data of a prototypical player is chosen to test our idea, fifty cases for learning and ten cases for testing, and the experimental result is very promising.

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© 2009 Springer-Verlag Berlin Heidelberg

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Ng, P.H.F., Shiu, S.C.K., Wang, H. (2009). Learning Player Behaviors in Real Time Strategy Games from Real Data. In: Sakai, H., Chakraborty, M.K., Hassanien, A.E., Ślęzak, D., Zhu, W. (eds) Rough Sets, Fuzzy Sets, Data Mining and Granular Computing. RSFDGrC 2009. Lecture Notes in Computer Science(), vol 5908. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-10646-0_39

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  • DOI: https://doi.org/10.1007/978-3-642-10646-0_39

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-10645-3

  • Online ISBN: 978-3-642-10646-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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