Three-subagent adapting architecture for fighting videogames

Simón E. Ortiz B., Koichi Moriyama, Ken Ichi Fukui, Satoshi Kurihara, Masayuki Numao

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Citations (Scopus)

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.

Original languageEnglish
Title of host publicationPRICAI 2010
Subtitle of host publicationTrends in Artificial Intelligence - 11th Pacific Rim International Conference on Artificial Intelligence, Proceedings
Pages649-654
Number of pages6
DOIs
Publication statusPublished - 2010
Event11th Pacific Rim International Conference on Artificial Intelligence, PRICAI 2010 - Daegu, Korea, Republic of
Duration: 2010 Aug 302010 Sep 2

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume6230 LNAI
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Other

Other11th Pacific Rim International Conference on Artificial Intelligence, PRICAI 2010
CountryKorea, Republic of
CityDaegu
Period10/8/3010/9/2

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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  • Cite this

    Ortiz B., S. E., Moriyama, K., Fukui, K. I., Kurihara, S., & Numao, M. (2010). Three-subagent adapting architecture for fighting videogames. In PRICAI 2010: Trends in Artificial Intelligence - 11th Pacific Rim International Conference on Artificial Intelligence, Proceedings (pp. 649-654). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 6230 LNAI). https://doi.org/10.1007/978-3-642-15246-7_64