Abstract
This paper focuses on the design of autonomous behaviors based on humans behaviors observation. In this context, the contribution of the Orion model is to gather and to take advantage of two approaches: data mining techniques (to extract knowledge from the human) and behavior models (to control the autonomous behaviors). In this paper, the Orion model is described by UML diagrams. More than a model, Orion is an operational tool allowing to represent, transform, visualize and predict data; it also integrates operational standard behavioral models. Orion is illustrated to control a bot in the game Unreal Tournament. Thanks to Orion, we can collect data of low level behaviors through three scenarios performed by human players: movement, long range aiming and close combat. We can easily transform the data and use some data mining techniques to learn behaviors from human players observation. Orion allows us to build a complete behavior using an extension of a Behavior Tree integrating ad hoc features in order to manage aspects of behavior that we have not been able to learn automatically.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
- 2.
Reflection provides information about the class to which an object belongs and also the methods of that class which can be executed by using the object.
- 3.
Data discretization is a pre-processing method that reduces the number of values for a given continuous variable by dividing its range into a finite set of disjoint intervals, and then relates these intervals with meaningful labels.
References
Achtert, E., Kriegel, H.-P., Zimek, A.: ELKI: a software system for evaluation of subspace clustering algorithms. In: Ludäscher, B., Mamoulis, N. (eds.) SSDBM 2008. LNCS, vol. 5069, pp. 580–585. Springer, Heidelberg (2008). https://doi.org/10.1007/978-3-540-69497-7_41
Ankerst, M., Breunig, M.M., Kriegel, H.P., Sander, J.: OPTICS: ordering points to identify the clustering structure. ACM SIGMOD Rec. 28, 49–60 (1999)
Bengio, Y., Frasconi, P.: An input output HMM architecture. In: Advances in Neural Information Processing Systems, pp. 427–434 (1995)
Bengio, Y., Frasconi, P.: Input-output HMMs for sequence processing. IEEE Trans. Neural Netw. 7(5), 1231–1249 (1996)
Bentivegna, D.C., Atkeson, C.G., Cheng, G.: Learning from observation and practice using primitives. In: AAAI 2004 Fall Symposium on Real-life Reinforcement Learning (2004)
Buche, C.: Adaptive behaviors for virtual entities in participatory virtual environments. Université de Bretagne Occidentale - Brest, Habilitation à diriger des recherches (2012)
Buche, C., Even, C., Soler, J.: Autonomous virtual player in a video game imitating human players: the ORION framework. In: International Conference on Cyberworlds, pp. 108–113. IEEE (2018)
Demšar, J., et al.: Orange: data mining toolbox in python. J. Mach. Learn. Res. 14(1), 2349–2353 (2013)
Ester, M., Kriegel, H.P., Sander, J., Xu, X.: A density-based algorithm for discovering clusters in large spatial databases with noise. In: Proceedings of the 2nd International Conference on Knowledge Discovery and Data mining, pp. 226–231 (1996)
Evans, R.: The Use of AI Techniques in Black & White (2001)
Freund, Y., Schapire, R.E.: A decision-theoretic generalization of on-line learning and an application to boosting. J. Comput. Syst. Sci. 55(1), 119–139 (1997)
Fritzke, B.: A growing neural gas network learns topologies. In: Advances in Neural Information Processing Systems, vol. 7, pp. 625–632 (1995)
Fritzke, B.: Growing grid - a self-organizing network with constant neighborhood range and adaptation strength. Neural Process. Lett. 2(5), 9–13 (1995)
Hall, M., et al.: The WEKA data mining software: an update. SIGKDD Explor. 11(1), 10–18 (2009)
Lim, C.-U., Baumgarten, R., Colton, S.: Evolving behaviour trees for the commercial game DEFCON. In: DI Chio, C., et al. (eds.) EvoApplications 2010. LNCS, vol. 6024, pp. 100–110. Springer, Heidelberg (2010). https://doi.org/10.1007/978-3-642-12239-2_11
Lloyd, S.P.: Least squares quantization in PCM. IEEE Trans. Inf. Theory 28(2), 129–137 (1982)
Nguyen, M.H.: Segment-based SVMs for time series analysis. Ph.D. thesis, Carnegie Mellon University (2012)
Quinlan, J.R.: Improved use of continuous attributes in C4.5. J. Artif. Intell. Res. 4(1), 77–90 (1996)
Russel, S., Norvig, P.: Artificial Intelligence: A Modern Approach, 3rd edn. Prentice Hall, Upper Saddle River (2009)
Sammon, J.W.: A nonlinear mapping for data structure analysis. IEEE Trans. Comput. C–18(5), 401–409 (1969)
Schölkopf, B., Smola, A., Müller, K.R.: Nonlinear component analysis as a kernel eigenvalue problem. Neural Comput. 10(5), 1299–1319 (1998)
Swayne, D.F., Buja, A.: Exploratory visual analysis of graphs in GGOBI. In: Antoch, J. (ed.) COMPSTAT 2004 — Proceedings in Computational Statistics, pp. 477–488. Physica-Verlag HD, Heidelberg (2004). https://doi.org/10.1007/978-3-7908-2656-2_39
Swayne, D.F., Buja, A., Lang, D.T.: Exploratory Visual Analysis of Graphs in GGobi. In: COMPSTAT, no. Dsc, pp. 477–488 (2004)
Tencé, F., Gaubert, L., De Loor, P., Buche, C.: CHAMELEON: a learning virtual bot for believable behaviors in video game. In: International Conference on Intelligent Games and Simulation (GAMEON 2012), pp. 64–70 (2012)
Tencé, F., Gaubert, L., Soler, J., De Loor, P., Buche, C.: Stable growing neural gas: a topology learning algorithm based on player tracking in video games. Appl. Soft Comput. 13(10), 4174–4184 (2013)
Tenenbaum, J.B., de Silva, V., Langford, J.C.: A global geometric framework for nonlinear dimensionality reduction. Science (New York, N.Y.) 290(5500), 2319–2323 (2000)
Thurau, C., Sagerer, G., Bauckhage, C.: Imitation learning at all levels of game-AI. In: Proceedings of the International Conference on Computer Games, Artificial Intelligence, Design and Education, pp. 402–408 (2004)
Torgerson, W.S.: Multidimensional scaling: I. Theory and method. Psychometrika 17(4), 401–419 (1952)
Vapnik, V., Golowich, S.E., Smola, A.: Support vector method for function approximation, regression estimation, and signal processing. In: Advances in Neural Information Processing Systems, vol. 9, pp. 281–287 (1996)
Vondrick, C., Khosla, A., Malisiewicz, T., Torralba, A.: HOGgles: visualizing object detection features. In: 2013 IEEE International Conference on Computer Vision, pp. 1–8, December 2013
Welch, L.R.: Hidden Markov Models and the Baum-Welch Algorithm. IEEE Inf. Theory Soc. Newslett. 53(4), 10–13 (2003)
Yamamoto, K., Mizuno, S., Chu, C., Thawonmas, R.: Deduction of Fighting-Game Countermeasures Using the k-Nearest Neighbor Algorithm and a Game Simulator, 4, April 2014. Ice.Ci.Ritsumei.Ac.Jp
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer-Verlag GmbH Germany, part of Springer Nature
About this chapter
Cite this chapter
Buche, C., Even, C., Soler, J. (2020). Orion: A Generic Model and Tool for Data Mining. In: Gavrilova, M., Tan, C., Sourin, A. (eds) Transactions on Computational Science XXXVI. Lecture Notes in Computer Science(), vol 12060. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-61364-1_1
Download citation
DOI: https://doi.org/10.1007/978-3-662-61364-1_1
Published:
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-662-61363-4
Online ISBN: 978-3-662-61364-1
eBook Packages: Computer ScienceComputer Science (R0)