An intelligent fighting videogame opponent adapting to behavior patterns of the user

Koichi Moriyama, Simón Enrique Ortiz Branco, Mitsuhiro Matsumoto, Ken Ichi Fukui, Satoshi Kurihara, Masayuki Numao

研究成果: Article査読

4 被引用数 (Scopus)

抄録

In standard fighting videogames, users usually prefer playing against other users rather than against machines because opponents controlled by machines are in a rut and users can memorize their behaviors after repetitive plays. On the other hand, human players adapt to each other's behaviors, which makes fighting videogames interesting. Thus, in this paper, we propose an artificial agent for a fighting videogame that can adapt to its users, allowing users to enjoy the game even when playing alone. In particular, this work focuses on combination attacks, or combos, that give great damage to the opponent. The agent treats combos independently, i.e., it is composed of a subagent for predicting combos the user executes, that for choosing combos the agent executes, and that for controlling the whole agent. Human users evaluated the agent compared to static opponents, and the agent received minimal negative ratings.

本文言語English
ページ(範囲)842-851
ページ数10
ジャーナルIEICE Transactions on Information and Systems
E97-D
4
DOI
出版ステータスPublished - 2014
外部発表はい

ASJC Scopus subject areas

  • ソフトウェア
  • ハードウェアとアーキテクチャ
  • コンピュータ ビジョンおよびパターン認識
  • 電子工学および電気工学
  • 人工知能

引用スタイル