Gathering and utilising domain knowledge in commercial computer games

Sander Bakkes*, Pieter Spronck

*Corresponding author for this work

Research output: Contribution to journalConference articleAcademicpeer-review

Abstract

In practice, adaptive game AI in commercial computer games is seldom implemented, be-cause machine learning techniques require numerous trials to learn effective behaviour. To allow fast adaptation in games, in this paper we describe a means of learning that is inspired by the human capability to solve problems by generalising over limited experiences with the problem domain. We compare three approaches, namely straightforward case-based reasoning, situated case-based reasoning, and a k-nearest neighbour classifier. From the experimental results we conclude that the situated approach performs best, both in representing knowledge and generalising to similar situations.

Original languageEnglish
JournalBelgian/Netherlands Artificial Intelligence Conference
Publication statusPublished - 2006
Event18th Belgium-Netherlands Conference on Artificial Intelligence, BNAIC 2006 - Namur, Belgium
Duration: 5 Oct 20066 Oct 2006

Bibliographical note

Copyright:
Copyright 2013 Elsevier B.V., All rights reserved.

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