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Three-Subagent Adapting Architecture for Fighting Videogames

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PRICAI 2010: Trends in Artificial Intelligence (PRICAI 2010)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 6230))

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Abstract

In standard fighting videogames, since opponents controlled by computers are in a rut, the user has learned their behaviors after long play and gets bored. Thus we propose an adapting opponent with three subagent architecture that adapts to the level of the user by reinforcement learning. The opponent was evaluated by human users by comparing it against static opponents.

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References

  1. Adams, E.: Fundamentals of Game Design, 2nd edn. New Riders, Berkeley (2009)

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© 2010 Springer-Verlag Berlin Heidelberg

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Ortiz B., S.E., Moriyama, K., Fukui, Ki., Kurihara, S., Numao, M. (2010). Three-Subagent Adapting Architecture for Fighting Videogames. In: Zhang, BT., Orgun, M.A. (eds) PRICAI 2010: Trends in Artificial Intelligence. PRICAI 2010. Lecture Notes in Computer Science(), vol 6230. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-15246-7_64

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  • DOI: https://doi.org/10.1007/978-3-642-15246-7_64

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-15245-0

  • Online ISBN: 978-3-642-15246-7

  • eBook Packages: Computer ScienceComputer Science (R0)

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