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dc.contributor.authorHsieh, Ji-Lungen_US
dc.contributor.authorSun, Chuen-Tsaien_US
dc.date.accessioned2014-12-08T15:04:21Z-
dc.date.available2014-12-08T15:04:21Z-
dc.date.issued2008en_US
dc.identifier.isbn978-1-4244-1820-6en_US
dc.identifier.issn1098-7576en_US
dc.identifier.urihttp://hdl.handle.net/11536/2852-
dc.identifier.urihttp://dx.doi.org/10.1109/IJCNN.2008.4634237en_US
dc.description.abstractDeveloping computer-controlled groups to engage in combat, control the use of limited resources, and create units and buildings in Real-Time Strategy(RTS) Games is a novel application in game AI. However, tightly controlled online commercial game pose challenges to researchers interested in observing player activities, constructing player strategy models, and developing practical AI technology in them. Instead of setting up new programming environments or building a large amount of agent's decision rules by player's experience for conducting real-time AI research, the authors use replays of the commercial RTS game StarCraft to evaluate human player behaviors and to construct an intelligent system to learn human-like decisions and behaviors. A case-based reasoning approach was applied for the purpose of training our system to learn and predict player strategies. Our analysis indicates that the proposed system is capable of learning and predicting individual player strategies, and that players provide evidence of their personal characteristics through their building construction order.en_US
dc.language.isoen_USen_US
dc.titleBuilding a Player Strategy Model by Analyzing Replays of Real-Time Strategy Gamesen_US
dc.typeProceedings Paperen_US
dc.identifier.doi10.1109/IJCNN.2008.4634237en_US
dc.identifier.journal2008 IEEE INTERNATIONAL JOINT CONFERENCE ON NEURAL NETWORKS, VOLS 1-8en_US
dc.citation.spage3106en_US
dc.citation.epage3111en_US
dc.contributor.department資訊工程學系zh_TW
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.identifier.wosnumberWOS:000263827201233-
Appears in Collections:Conferences Paper


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