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Adversarial Planning By Strategy Switching In A Real Time Strategy Game


Adversarial Planning By Strategy Switching In A Real Time Strategy Game
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Adversarial Planning By Strategy Switching In A Real Time Strategy Game


Adversarial Planning By Strategy Switching In A Real Time Strategy Game
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Author : Brian David King
language : en
Publisher:
Release Date : 2012

Adversarial Planning By Strategy Switching In A Real Time Strategy Game written by Brian David King and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Computer war games categories.


We consider the problem of strategic adversarial planning in a Real-Time Strategy (RTS) game. Strategic adversarial planning is the generation of a network of high-level tasks to satisfy goals while anticipating an adversary's actions. In this thesis we describe an abstract state and action space used for planning in an RTS game, an algorithm for generating strategic plans, and a modular architecture for controllers that generate and execute plans. We describe in detail planners that evaluate plans by simulation and select a plan by Game Theoretic criteria. We describe the details of a low-level module of the hierarchy, the combat module. We examine a theoretical performance guarantee for policy switching in Markov Games, and show that policy switching agents can underperform fixed strategy agents. Finally, we present results for strategy switching planners playing against single strategy planners and the game engine's scripted player. The results show that our strategy switching planners outperform single strategy planners in simulation and outperform the game engine's scripted AI.



Adversarial Planning In Rts Games Through Simulation


Adversarial Planning In Rts Games Through Simulation
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Author : Frantisek Sailer
language : en
Publisher:
Release Date : 2007

Adversarial Planning In Rts Games Through Simulation written by Frantisek Sailer and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with Games categories.




Encyclopedia Of Computer Graphics And Games


Encyclopedia Of Computer Graphics And Games
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Author : Newton Lee
language : en
Publisher: Springer Nature
Release Date : 2024-01-19

Encyclopedia Of Computer Graphics And Games written by Newton Lee and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-01-19 with Computers categories.


Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA



Adversarial Search And Spatial Reasoning In Real Time Strategy Games


Adversarial Search And Spatial Reasoning In Real Time Strategy Games
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Author : Alberto Uriarte
language : en
Publisher:
Release Date : 2017

Adversarial Search And Spatial Reasoning In Real Time Strategy Games written by Alberto Uriarte and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Computer science categories.


For many years, Chess was the standard game to test new Artificial Intelligence (AI) algorithms for achieving robust game-playing agents capable of defeating the best human players. Nowadays, games like Go or Poker are used since they offer new challenges like larger state spaces, or non-determinism. Among these testbed games, Real-Time Strategy (RTS) games have raised as one of the most challenging. The unique properties of RTS games (simultaneous and durative actions, large state spaces, partial observability) make them a perfect scenario to test algorithms able to make decisions in dynamic and complex situations. This thesis makes a contribution towards achieving human-level AI in these complex games. Specifically, I focus on the problems of performing adversarial search in domains (1) with extremely large decision and state spaces, (2) where no forward model is available, and (3) the game state is partially observable. Additionally, I also study how spatial reasoning can be used to reduce the search space and to improve the RTS playing bots.



Selecting Robust Strategies In Rts Games Via Concurrent Plan Augmentation


Selecting Robust Strategies In Rts Games Via Concurrent Plan Augmentation
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Author : Abdelrahman Elogeel
language : en
Publisher:
Release Date : 2015

Selecting Robust Strategies In Rts Games Via Concurrent Plan Augmentation written by Abdelrahman Elogeel and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with categories.


The multifaceted complexity of real-time strategy (RTS) games requires AI systems to break down policy computation into smaller subproblems such as strategic planning, tactical planning, and reactive control. To further simplify planning at the strategic and tactical levels, state-of-the-art automatic techniques such as case-based planning (CBP) produce deterministic plans. For what is inherently an uncertain environment CBP plans rely on replanning when the game situation digresses from the constructed plan. A major weakness of this approach is its lack of robust adaptability: repairing a failed plan is often impossible or infeasible due to real-time computational constraints resulting in a game loss. This thesis presents a technique that selects a robust RTS game strategy using ideas from contingency planning and exploiting action concurrency in strategy games. Specifically, starting with a strategy and a linear tactical plan that realizes it, our algorithm identifies a plan's failure modes using available game traces and adds concurrent branches to it so that these failure modes are mitigated. For example, approach may train an army reserve concurrently with an attack on the enemy, as defense against a possible counterattack. After augmenting each strategy from an available library (e.g., learned from human demonstration) our approach picks one with the most robust augmented tactical plan. Extensive evaluation on popular RTS games (StarCraft and Wargus) that share engines with other games indicates concurrent augmentation significantly improves win-rate where baseline strategy selection consistently lead to a loss.



Social Robotics


Social Robotics
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Author : Haizhou Li
language : en
Publisher: Springer Science & Business Media
Release Date : 2010-11-05

Social Robotics written by Haizhou Li and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-11-05 with Computers categories.


The papers in this volume were the fruitful scientific results of the Second International Conference on Social Robotics (ICSR), held during November 23–24, 2010 in Singapore, which was jointly organized by the Social Robotics Laboratory (SRL), Interactive Digital Media Institute (IDMI), the National University of Singapore and 2 Human Language Technology Department, the Institute for Infocomm Research (I R), A*STAR, Singapore. These papers address a range of topics in social robotics and its applications. We received paper submissions from America, Asia, and Europe. All the papers were reviewed by at least three referees from the 32-member Program Committee who were assembled from the global community of social robotics researchers. This v- ume contains the 42 papers that were selected to report on the latest developments and studies of social robotics in the areas of human––robot interaction; affective and cognitive sciences for interactive robots; design philosophies and software archit- tures for robots; learning, adaptation and evolution of robotic intelligence; and mec- tronics and intelligent control.



Real Time Strategy Games And Task Switching


Real Time Strategy Games And Task Switching
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Author : Yusuf Ismail
language : en
Publisher:
Release Date : 2014

Real Time Strategy Games And Task Switching written by Yusuf Ismail and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014 with Cognitive styles categories.




Real Time Decision Making For Adversarial Environments Using A Plan Based Heuristic


Real Time Decision Making For Adversarial Environments Using A Plan Based Heuristic
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Author : Robert Shaun Thomas
language : en
Publisher:
Release Date : 2003

Real Time Decision Making For Adversarial Environments Using A Plan Based Heuristic written by Robert Shaun Thomas and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with categories.


Our solution involves using a decision-making strategy that uses a rough plan to guide reactive behavior. In addressing the negotiation aspect of the game we used strategies adapted from business negotiation literature. To test our ideas we have created an on-line version of Settlers of Catan called Java Settlers. This environment allows us to collect data on the behavior of human and computer controlled players.



Machine Learning For Real Time Strategy Computer Games


Machine Learning For Real Time Strategy Computer Games
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Author : Warren Marusiak
language : en
Publisher:
Release Date : 2008

Machine Learning For Real Time Strategy Computer Games written by Warren Marusiak and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Artificial intelligence categories.


A commercial Real-Time Strategy (RTS) game requires an artificial intelligence component, simply called an "AI", capable of providing a human player with a challenging opponent. These AIs must simulate the play style of a competent human player. The AIs of current RTS games can play with multiple levels of skill. However, their simulation of a competent human player is incomplete because they cannot change their tactics to adapt to a human player.



Pension Revolution


Pension Revolution
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Author : Keith P. Ambachtsheer
language : en
Publisher: John Wiley & Sons
Release Date : 2011-07-05

Pension Revolution written by Keith P. Ambachtsheer and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-07-05 with Business & Economics categories.


Praise for Pension Revolution "When Keith Ambachtsheer puts his keen mind to work on a problem, watch out! Here he exposes today's fragile arrangements for the most serious social dilemma of our times--financing retirement. Then he provides a compelling and powerful set of solutions. His writings are essential reading for all who care about the future of American living standards." --Peter Bernstein, founder and President, Peter L. Bernstein, Inc., and author of Capital Ideas and Against the Gods "This book describes one of the most ingenious inventions in the history of mankind: pension funds offering credible promises about old-age income. It reads like a thriller: how can well-governed pension funds be created in an imperfect world in which mortals wrestle with foibles and moral shortcomings? One of the world's leading experts on pensions searches for the answer--and finds it." --Lans Bovenberg, Scientific Director, Network for Studies on Pensions, Aging, and Retirement, Tilburg University, The Netherlands "Pension Revolution exposes the inadequacies of current pension systems and persuasively makes the case for the fundamental changes that are needed. It is essential reading for both the pension industry and policymakers." --Elizabeth Bryan, Chair, Investment Committee, Unisuper Management PM Ltd, Australia "Most analyses of complicated issues deal with complexity by simplifying or only looking at one piece-part, and, in doing so, provide limited value. In stark contrast, Keith Ambachtsheer boldly wades into the complexity in Pension Revolution to come up with a valuable integrative solution. He is a most welcome revolutionary!" --Roger Martin, Dean, Joseph L. Rotman School of Management, University of Toronto, Canada "We have known Keith for over ten years, and consistently over that time, he has constructively and comprehensively challenged conventional wisdom. He has done this so effectively that many of his initial thoughts have now become universally accepted norms. Such is his energy however that he continues to push the boundaries of pension and investment thinking." --Peter Moon, Chief Investment Officer, Universities Superannuation Scheme Ltd, UK "Pension Revolution not only explains the shortcomings of the existing pension system and the underlying design features that have resulted in the current pension upheaval. It also offers thoughtful and creative suggestions for prospective pension design. A must-read for anyone interested in the future of retirement finance." --James Poterba, Professor of Economics, Massachusetts Institute of Technology and a member of the TIAA-CREF Board of Trustees