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Bayesian Programming and Learning for Multi-Player Video Games ...

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B.2 Tactics<br />

0,1<br />

Obj<br />

[0..3]<br />

Dmg<br />

[0..2]<br />

A<br />

0,1<br />

Dir<br />

Figure B.1: Plate diagram of a <strong>Bayesian</strong> unit with N possible directions.<br />

frame player name player id order/action X pos. Y pos. unit<br />

. .<br />

. .<br />

. . .<br />

6650 L.Nazgul[pG] 0 Train Probe<br />

6720 SaFT.eSu 1 Train Probe<br />

6830 L.Nazgul[pG] 0 Train Probe<br />

7000 SaFT.eSu 1 Train Probe<br />

7150 L.Nazgul[pG] 0 Build 39 108 Forge<br />

7245 L.Nazgul[pG] 0 Build 36 108 Citadel of Adun<br />

7340 L.Nazgul[pG] 0 Train Probe<br />

7405 SaFT.eSu 1 Train Probe<br />

7415 L.Nazgul[pG] 0 Train Probe<br />

7480 SaFT.eSu 1 Train Shuttle<br />

7510 SaFT.eSu 1 Build 26 24 Robotics Support Bay<br />

.<br />

.<br />

.<br />

.<br />

Table B.1: Example of what is in a replay (in human readable <strong>for</strong>mat), lines with non-empty<br />

positions are constructions of buildings. Several other action types are not represented (current<br />

selection, move/attack orders...)<br />

B.2.1 Decision-making: soft evidences <strong>and</strong> coherence variables<br />

Here we will present the full tactical model <strong>for</strong> decision making, with soft evidences of variables<br />

we know only partially (variables we have only the distribution).<br />

Variables<br />

In the tactical model (section 6.5), <strong>for</strong> some variables, we take uncertainty into account with<br />

“soft evidences”: <strong>for</strong> instance <strong>for</strong> a region in which no player has a base, we have a soft evidence<br />

that it belongs more probably to the player established closer. In this case, <strong>for</strong> a given region,<br />

we introduce the soft evidence variable(s) B ′ <strong>and</strong> the coherence variable λB <strong>and</strong> impose P(λB =<br />

[0..2]<br />

.<br />

E<br />

[0..2]<br />

Occ<br />

.<br />

N<br />

.

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