TY - GEN
T1 - Three-subagent adapting architecture for fighting videogames
AU - Ortiz B., Simón E.
AU - Moriyama, Koichi
AU - Fukui, Ken Ichi
AU - Kurihara, Satoshi
AU - Numao, Masayuki
PY - 2010
Y1 - 2010
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=78049293301&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=78049293301&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-15246-7_64
DO - 10.1007/978-3-642-15246-7_64
M3 - Conference contribution
AN - SCOPUS:78049293301
SN - 3642152457
SN - 9783642152450
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 649
EP - 654
BT - PRICAI 2010
T2 - 11th Pacific Rim International Conference on Artificial Intelligence, PRICAI 2010
Y2 - 30 August 2010 through 2 September 2010
ER -