Abstract
In this paper we explore the use of case-based plan recognition to predict a player’s actions in a computer game. The game we work with is the classic Space Invaders game and we show that case-based plan recognition can produce good prediction accuracy in real-time, working with a fairly simple game representation. Our evaluation suggests that a personalized plan library will produce better prediction accuracy but, for Space Invaders, good accuracy can be produced using a plan library derived from the game play of another player.
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Fagan, M., Cunningham, P. (2003). Case-Based Plan Recognition in Computer Games. In: Ashley, K.D., Bridge, D.G. (eds) Case-Based Reasoning Research and Development. ICCBR 2003. Lecture Notes in Computer Science(), vol 2689. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45006-8_15
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DOI: https://doi.org/10.1007/3-540-45006-8_15
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