This paper presents a search-based method for generating maps for the popular real-time strategy (RTS) game StarCraft. We devise a representation of StarCraft maps suitable for evolutionary search, along with a set of fitness functions based on predicted entertainment value of those maps, as derived from theories of player experience. A multiobjective evolutionary algorithm is then used to evolve complete Star-Craft maps based on the representation and selected fitness functions. The output of this algorithm is a Pareto front approximation visualizing the tradeoff between the several fitness functions used, and where each point on the front represents a viable map. We argue that this method is useful for both automatic and machine-assisted map generation, and in particular that the Pareto fronts are excellent design support tools for human map designers.
Bots for real-time strategy (RTS) games may be very challenging to implement. A bot controls a number of units that will have to navigate in a partially unknown environment, while at the same time avoid each other, search for enemies, and coordinate attacks to fight them down. Potential fields are a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic environments. Although attempts have been made to transfer the technology to the gaming sector, assumed problems with efficiency and high costs for implementation have made the industry reluctant to adopt it. We present a multiagent potential field-based bot architecture that is evaluated in two different real-time strategy game settings and compare them, both in terms of performance, and in terms of softer attributes such as configurability with other state-of-the-art solutions. We show that the solution is a highly configurable bot that can match the performance standards of traditional RTS bots. Furthermore, we show that our approach deals with Fog of War (imperfect information about the opponent units) surprisingly well. We also show that a multiagent potential field-based bot is highly competitive in a resource gathering scenario.
This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate complete and playable maps for real-time strategy (RTS) games. We devise heuristic objective functions that measure properties of maps that impact important aspects of gameplay experience. To show the generality of our approach, we design two different evolvable map representations, one for an imaginary generic strategy game based on heightmaps, and one for the classic RTS game StarCraft. The effect of combining tuples or triples of the objective functions are investigated in systematic experiments, in particular which of the objectives are partially conflicting. A selection of generated maps are visually evaluated by a population of skilled StarCraft players, confirming that most of our objectives 123Genet Program Evolvable Mach (2013) 14:245-277 DOI 10.1007 correspond to perceived gameplay qualities. Our method could be used to completely automate in-game controlled map generation, enabling player-adaptive games, or as a design support tool for human designers.
The advent of commodity 3D sensor technology enabled, amongst other things, the efficient and effective assessment of human movements. Statistical and machine learning approaches map recorded movement instances to expert scores to train models for the automated assessment of new movements. However, there are many variations in selecting the approaches and setting the parameters for achieving high performance, i.e., high accuracy and low response time. The present paper researches the design space and the impact of approaches of statistical and machine learning on accuracy and response time in human movement assessment. Results show that a random forest regression approach outperforms linear regression, support vector regression and neuronal network approaches. Since the results do not rely on the movement specifics, they can help improving the performance of automated human movement assessment, in general.
Abstract-Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war setting. RTS games provide a rich challenge for both human-and computer players (bots). Each player has a number of workers for gathering resources to be able to construct new buildings, train additional workers, build combat units and do research to unlock more powerful units or abilities. The goal is to create a strong army and destroy the bases of the opponent(s). Armies usually consists of a large number of units which must be able to navigate around the game world. The highly dynamic and real-time aspects of RTS games make pathfinding a challenging task for bots. Typically it is handled using pathfinding algorithms such as A*, which without adaptions does not cope very well with dynamic worlds. In this paper we show how a bot for StarCraft uses a combination of A* and potential fields to better handle the dynamic aspects of the game.
PurposeWith more and more digital collections of various information resources becoming available, also increasing is the challenge of assigning subject index terms and classes from quality knowledge organization systems. While the ultimate purpose is to understand the value of automatically produced Dewey Decimal Classification (DDC) classes for Swedish digital collections, the paper aims to evaluate the performance of six machine learning algorithms as well as a string-matching algorithm based on characteristics of DDC.Design/methodology/approachState-of-the-art machine learning algorithms require at least 1,000 training examples per class. The complete data set at the time of research involved 143,838 records which had to be reduced to top three hierarchical levels of DDC in order to provide sufficient training data (totaling 802 classes in the training and testing sample, out of 14,413 classes at all levels).FindingsEvaluation shows that Support Vector Machine with linear kernel outperforms other machine learning algorithms as well as the string-matching algorithm on average; the string-matching algorithm outperforms machine learning for specific classes when characteristics of DDC are most suitable for the task. Word embeddings combined with different types of neural networks (simple linear network, standard neural network, 1D convolutional neural network, and recurrent neural network) produced worse results than Support Vector Machine, but reach close results, with the benefit of a smaller representation size. Impact of features in machine learning shows that using keywords or combining titles and keywords gives better results than using only titles as input. Stemming only marginally improves the results. Removed stop-words reduced accuracy in most cases, while removing less frequent words increased it marginally. The greatest impact is produced by the number of training examples: 81.90% accuracy on the training set is achieved when at least 1,000 records per class are available in the training set, and 66.13% when too few records (often less than 100 per class) on which to train are available—and these hold only for top 3 hierarchical levels (803 instead of 14,413 classes).Research limitationsHaving to reduce the number of hierarchical levels to top three levels of DDC because of the lack of training data for all classes, skews the results so that they work in experimental conditions but barely for end users in operational retrieval systems.Practical implicationsIn conclusion, for operative information retrieval systems applying purely automatic DDC does not work, either using machine learning (because of the lack of training data for the large number of DDC classes) or using string-matching algorithm (because DDC characteristics perform well for automatic classification only in a small number of classes). Over time, more training examples may become available, and DDC may be enriched with synonyms in order to enhance accuracy of automatic classification which may also benefit information retrieval performance based on DDC. In order for quality information services to reach the objective of highest possible precision and recall, automatic classification should never be implemented on its own; instead, machine-aided indexing that combines the efficiency of automatic suggestions with quality of human decisions at the final stage should be the way for the future.Originality/valueThe study explored machine learning on a large classification system of over 14,000 classes which is used in operational information retrieval systems. Due to lack of sufficient training data across the entire set of classes, an approach complementing machine learning, that of string matching, was applied. This combination should be explored further since it provides the potential for real-life applications with large target classification systems.
Do players find it more enjoyable to win, than to play even matches? We have made a study of what a number of players expressed after playing against computer opponents of different kinds in an RTS game. There were two static computer opponents, one that was easily beaten, and one that was hard to beat, and three dynamic ones that adapted their strength to that of the player. One of these three latter ones intentionally drops its performance in the end of the game to make it easy for the player to win. Our results indicate that the players found it more enjoyable to play an even game against an opponent that adapts to the performance of the player, than playing against an opponent with static difficulty. The results also show that when the computer player that dropped its performance to let the player win was the least enjoyable opponent of them all.
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