2009 IEEE Symposium on Computational Intelligence and Games 2009
DOI: 10.1109/cig.2009.5286472
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Is human-like and well playing contradictory for Diplomacy bots?

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Cited by 8 publications
(9 citation statements)
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“…Given the wide availability of human-based Diplomacy tournaments 5 , some authors (such as Kemmerling et al [10]) have devoted attention to develop human-like playing behavior, for which opponent modeling techniques play an important role. Developing agents that learn autonomously to play Diplomacy has also received attention from the research community.…”
Section: Related Workmentioning
confidence: 99%
“…Given the wide availability of human-based Diplomacy tournaments 5 , some authors (such as Kemmerling et al [10]) have devoted attention to develop human-like playing behavior, for which opponent modeling techniques play an important role. Developing agents that learn autonomously to play Diplomacy has also received attention from the research community.…”
Section: Related Workmentioning
confidence: 99%
“…With a capacity of one for every edge and slightly changed update rules, one obtains rules that resemble the board game Diplomacy very closely. This game was invented by Calhamer in 1959, also see [16], and has attracted some interest already in the CI in games community [17], [18] due to its strategic variability despite simple rules.…”
Section: Discussionmentioning
confidence: 99%
“…As an example of the influence of the type of information required, creating a believable bot for a complex strategy game such as Civilization is hard, although there are moderately successful attempts; however, creating a believable bot for a digital version of the strategy game Diplomacy is orders of magnitude harder, even though the action space of the latter game is smaller [7]. The key difference here is that text-based (or verbal) communication between players is crucial in Diplomacy, whereas it is often not even possible in Civilization.…”
Section: What Is Believability?mentioning
confidence: 99%