TY - JOUR
T1 - Rapid and reliable adaptation of video game ai
AU - Bakkes, Sander
AU - Spronck, Pieter
AU - Van Den Herik, Jaap
N1 - Funding Information:
Manuscript received March 24, 2009; revised May 09, 2009; accepted July 21, 2009. First published August 04, 2009; current version published August 19, 2009. This work was supported by The Netherlands Organization for Scientific Research (NWO) under Grant 612.066.406 and was performed in the framework of the ROLEC project.
Copyright:
Copyright 2010 Elsevier B.V., All rights reserved.
PY - 2009/6
Y1 - 2009/6
N2 - Current approaches to adaptive game AI typically require numerous trials to learn effective behavior (i.e., game adaptation is not rapid). In addition, game developers are concerned that applying adaptive game AI may result in uncontrollable and unpredictable behavior (i.e., game adaptation is not reliable). These characteristics hamper the incorporation of adaptive game AI in commercially available video games. In this paper, we discuss an alternative to these current approaches. Our alternative approach to adaptive game AI has as its goal adapting rapidly and reliably to game circumstances. Our approach can be classified in the area of case-based adaptive game AI. In the approach, domain knowledge required to adapt to game circumstances is gathered automatically by the game AI, and is exploited immediately (i.e., without trials and without resource-intensive learning) to evoke effective behavior in a controlled manner in online play. We performed experiments that test case-based adaptive game AI on three different maps in a commercial real-time strategy (RTS) game. From our results, we may conclude that case-based adaptive game AI provides a strong basis for effectively adapting game AI in video games.
AB - Current approaches to adaptive game AI typically require numerous trials to learn effective behavior (i.e., game adaptation is not rapid). In addition, game developers are concerned that applying adaptive game AI may result in uncontrollable and unpredictable behavior (i.e., game adaptation is not reliable). These characteristics hamper the incorporation of adaptive game AI in commercially available video games. In this paper, we discuss an alternative to these current approaches. Our alternative approach to adaptive game AI has as its goal adapting rapidly and reliably to game circumstances. Our approach can be classified in the area of case-based adaptive game AI. In the approach, domain knowledge required to adapt to game circumstances is gathered automatically by the game AI, and is exploited immediately (i.e., without trials and without resource-intensive learning) to evoke effective behavior in a controlled manner in online play. We performed experiments that test case-based adaptive game AI on three different maps in a commercial real-time strategy (RTS) game. From our results, we may conclude that case-based adaptive game AI provides a strong basis for effectively adapting game AI in video games.
KW - Adaptive behavior
KW - Game ai
KW - Rapid adaptation
KW - Real-time strategy (rts) games
KW - Reliable adaptation
UR - http://www.scopus.com/inward/record.url?scp=70549107722&partnerID=8YFLogxK
U2 - 10.1109/TCIAIG.2009.2029084
DO - 10.1109/TCIAIG.2009.2029084
M3 - Article
AN - SCOPUS:70549107722
SN - 1943-068X
VL - 1
SP - 93
EP - 104
JO - IEEE Transactions on Computational Intelligence and AI in Games
JF - IEEE Transactions on Computational Intelligence and AI in Games
IS - 2
M1 - 5191044
ER -