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GAMEON
2007

Opponent Modeling in Real-Time Strategy Games

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Opponent Modeling in Real-Time Strategy Games
Real-time strategy games present an environment in which game AI is expected to behave realistically. One feature of realistic behaviour in game AI is the ability to recognise the strategy of the opponent player. This is known as opponent modeling. In this paper, we propose an approach of opponent modeling based on hierarchically structured models. The top-level of the hierarchy can classify the general play style of the opponent. The bottom-level of the hierarchy can classify specific strategies that further define the opponent’s behaviour. Experiments that test the approach are performed in the RTS game Spring. From our results we may conclude that the approach can be successfully used to classify the strategy of an opponent in the Spring game.
Frederik Schadd, Sander Bakkes, Pieter Spronck
Added 29 Oct 2010
Updated 29 Oct 2010
Type Conference
Year 2007
Where GAMEON
Authors Frederik Schadd, Sander Bakkes, Pieter Spronck
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