Learning human-like opponent behavior for interactive computer games

Bauckhage C, Thurau C, Sagerer G (2003)
In: Pattern Recognition, Proceedings. Michaelis B, Krell G (Eds); Lecture Notes in Computer Science, 2781. Berlin: Springer: 148-155.

Download
Es wurde kein Volltext hochgeladen. Nur Publikationsnachweis!
Konferenzbeitrag | Veröffentlicht | Englisch
Herausgeber
;
Abstract / Bemerkung
Compared to their ancestors in the early 1970s, present day computer games are of incredible complexity and show magnificent graphical performance. However, in programming intelligent opponents, the game industry still applies techniques developed some 30 years ago. In this paper, we investigate whether opponent programming can be treated as a problem of behavior learning. To this end, we assume the behavior of game characters to be a function that maps the current game state onto a reaction. We will show that neural networks architectures are well suited to learn such functions and by means of a popular commercial game we demonstrate that agent behaviors can be learned from observation.
Erscheinungsjahr
Titel des Konferenzbandes
Pattern Recognition, Proceedings
Seite
148-155
ISSN
PUB-ID

Zitieren

Bauckhage C, Thurau C, Sagerer G. Learning human-like opponent behavior for interactive computer games. In: Michaelis B, Krell G, eds. Pattern Recognition, Proceedings. Lecture Notes in Computer Science, 2781. Berlin: Springer; 2003: 148-155.
Bauckhage, C., Thurau, C., & Sagerer, G. (2003). Learning human-like opponent behavior for interactive computer games. In B. Michaelis & G. Krell (Eds.), Lecture Notes in Computer Science, 2781. Pattern Recognition, Proceedings (pp. 148-155). Berlin: Springer.
Bauckhage, C., Thurau, C., and Sagerer, G. (2003). “Learning human-like opponent behavior for interactive computer games” in Pattern Recognition, Proceedings, Michaelis, B., and Krell, G. eds. Lecture Notes in Computer Science, 2781 (Berlin: Springer), 148-155.
Bauckhage, C., Thurau, C., & Sagerer, G., 2003. Learning human-like opponent behavior for interactive computer games. In B. Michaelis & G. Krell, eds. Pattern Recognition, Proceedings. Lecture Notes in Computer Science, 2781. Berlin: Springer, pp. 148-155.
C. Bauckhage, C. Thurau, and G. Sagerer, “Learning human-like opponent behavior for interactive computer games”, Pattern Recognition, Proceedings, B. Michaelis and G. Krell, eds., Lecture Notes in Computer Science, 2781, Berlin: Springer, 2003, pp.148-155.
Bauckhage, C., Thurau, C., Sagerer, G.: Learning human-like opponent behavior for interactive computer games. In: Michaelis, B. and Krell, G. (eds.) Pattern Recognition, Proceedings. Lecture Notes in Computer Science, 2781. p. 148-155. Springer, Berlin (2003).
Bauckhage, Christian, Thurau, C., and Sagerer, Gerhard. “Learning human-like opponent behavior for interactive computer games”. Pattern Recognition, Proceedings. Ed. B. Michaelis and G. Krell. Berlin: Springer, 2003. Lecture Notes in Computer Science, 2781. 148-155.