Skip to main content

A Tutoring System for Commercial Games

  • Conference paper
Entertainment Computing - ICEC 2005 (ICEC 2005)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3711))

Included in the following conference series:

Abstract

In computer games, tutoring systems are used for two purposes: (1) to introduce a human player to the mechanics of a game, and (2) to ensure that the computer plays the game at a level of playing strength that is appropriate for the skills of a novice human player. Regarding the second purpose, the issue is not to produce occasionally a weak move (i.e., a give-away move) so that the human player can win, but rather to produce not-so-strong moves under the proviso that, on a balance of probabilities, they should go unnoticed. This paper focuses on using adaptive game AI to implement a tutoring system for commercial games. We depart from the novel learning technique ‘dynamic scripting’ and add three straightforward enhancements to achieve an ‘even game’, viz. high-fitness penalising, weight clipping, and top culling. Experimental results indicate that top culling is particularly successful in creating an even game. Hence, our conclusion is that dynamic scripting with top culling can implement a successful tutoring system for commercial games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  1. Iida, H., Handa, K., Uiterwijk, J.: Tutoring strategies in game-tree search. ICCA Journal 18, 191–204 (1995)

    Google Scholar 

  2. Spronck, P., Sprinkhuizen-Kuyper, I., Postma, E.: Online adaptation of game opponent AI with dynamic scripting. International Journal of Intelligent Games and Simulation 3, 45–53 (2004)

    Google Scholar 

  3. Donkers, H.: Nosce Hostem: Searching with Opponent Models. Ph.D. thesis. Universitaire Pers Maastricht, Maastricht, The Netherlands (2003)

    Google Scholar 

  4. Rabin, S.: Promising game AI techniques. In: Rabin, S. (ed.) AI Game Programming Wisdom 2, pp. 15–27. Charles River Media, Inc., Hingham (2004)

    Google Scholar 

  5. Woodcock, S.: The future of game AI: A personal view. Game Developer Magazine 7 (2000)

    Google Scholar 

  6. Demasi, P., Cruz, A.: Online coevolution for action games. International Journal of Intelligent Games and Simulation 2, 80–88 (2002)

    Google Scholar 

  7. Sutton, R., Barto, A.: Reinforcement Learning: An Introduction. MIT Press, Cambridge (1998)

    Google Scholar 

  8. Russell, S., Norvig, P.: Artificial Intelligence: A Modern Approach, 2nd edn. Prentice Hall, Pearson Education, Upper Saddle River (2003)

    MATH  Google Scholar 

  9. Manslow, J.: Learning and adaptation. In: Rabin, S. (ed.) Game Programming Wisdom, pp. 557–566. Charles River Media, Inc., Hingham (2002)

    Google Scholar 

  10. Madeira, C., Corruble, V., Ramalho, G., Ratitch, B.: Bootstrapping the learning process for the semi-automated design of challenging game AI. In: Fu, D., Henke, S., Orkin, J. (eds.) Proceedings of the AAAI 2004 Workshop on Challenges in Game Artificial Intelligence, pp. 72–76. AAAI Press, Menlo Park (2004)

    Google Scholar 

  11. Graepel, T., Herbrich, R., Gold, J.: Learning to fight. In: Mehdi, Q., Gough, N., Natkin, S., Al-Dabass, D. (eds.) Computer Games: Artificial Intelligence, Design and Education (CGAIDE 2004), Wolverhampton, UK, University of Wolverhampton, pp. 193–200 (2004)

    Google Scholar 

  12. Spronck, P., Sprinkhuizen-Kuyper, I., Postma, E.: Difficulty scaling of game AI. In: El Rhalibi, A., van Welden, D. (eds.) GAME-ON 2004 5th International Conference on Intelligent Games and Simulation (2004)

    Google Scholar 

  13. Spronck, P., Sprinkhuizen-Kuyper, I., Postma, E.: Enhancing the performance of dynamic scripting in computer games. In: Rauterberg, M. (ed.) ICEC 2004. LNCS, vol. 3166, pp. 296–307. Springer, Heidelberg (2004)

    Chapter  Google Scholar 

  14. Cohen, P.: Empirical Methods for Artificial Intelligence. MIT Press, Cambridge (1995)

    MATH  Google Scholar 

  15. Ponsen, M., Spronck, P.: Improving adaptive game AI with evolutionary learning. In: Mehdi, Q., Gough, N., Natkin, S., Al-Dabass, D. (eds.) Computer Games: Artificial Intelligence, Design and Education (CGAIDE 2004), Wolverhampton, UK, University of Wolverhampton, pp. 389–396 (2004)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2005 IFIP International Federation for Information Processing

About this paper

Cite this paper

Spronck, P., van den Herik, J. (2005). A Tutoring System for Commercial Games. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds) Entertainment Computing - ICEC 2005. ICEC 2005. Lecture Notes in Computer Science, vol 3711. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11558651_38

Download citation

  • DOI: https://doi.org/10.1007/11558651_38

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-29034-6

  • Online ISBN: 978-3-540-32054-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics