- Page 1: THÈSE Pour obtenir le grade de DOC
- Page 4 and 5: Contents Contents 4 1 Introduction
- Page 6 and 7: 5.4.1 Bayesian unit . . . . . . . .
- Page 8 and 9: Notations Symbols ← assignment of
- Page 10 and 11: Complexity, real-time constraints a
- Page 12 and 13: intuition of Bayesian modeling to r
- Page 14 and 15: e played by humans, by opposition t
- Page 16 and 17: As a first approach, programmers ca
- Page 18 and 19: 3 2 1 1 Figure 2.1: A Tic-tac-toe b
- Page 20 and 21: Algorithm 2 Alpha-beta algorithm fu
- Page 24 and 25: 2.4.1 Monopoly In Monopoly, there i
- Page 26 and 27: 2.4.3 Poker Poker 4 is a zero-sum (
- Page 28 and 29: 2.5.2 State of the art FPS AI consi
- Page 30 and 31: 2.6.2 State of the art Methods used
- Page 32 and 33: are no generic and efficient approa
- Page 34 and 35: Strategy Tactics Action Strategic d
- Page 36 and 37: 2.8.4 Time constant(s) For novice t
- Page 38 and 39: effects. In RTS games, there is a l
- Page 41 and 42: Chapter 3 Bayesian modeling of mult
- Page 43 and 44: programmer-specified states, the (m
- Page 45 and 46: which derives the laws of probabili
- Page 47 and 48: Indeed, when evaluating two models
- Page 49 and 50: • energy/mana/stamina regenerator
- Page 51 and 52: • The probability that the ith un
- Page 53 and 54: 3.3.4 Example This model has been a
- Page 55 and 56: and P(Ai = false|T = i) = 0.6. To m
- Page 57 and 58: Chapter 4 RTS AI: StarCraft: Broodw
- Page 59 and 60: eplay is shown in appendix in Table
- Page 61 and 62: Supply/Max supply Build Note (popul
- Page 63 and 64: Figure 4.3: Military moves from a S
- Page 65 and 66: Technology Strategy Army How? Econo
- Page 67: • Robotic player (bot): chapter 8
- Page 70 and 71: • Complexity: pspace-complete [Pa
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educing the complexity (no communic
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(grid-based) pathfinding was recent
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U A E Figure 5.4: In both figures,
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Fire Reload Figure 5.6: Fight FSM o
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• Obj i∈�1...n� ∈ {T rue,
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Identification Parameters and proba
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⎧⎪ Bayesian program ⎨ ⎧⎪
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36 units setup vs OAI. For Bayesian
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we learned, by optimizing the effic
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Probabilistic modality Finally, we
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• Type: prediction is problem of
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can possibly be in the future. In t
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6.3.2 Evaluating regions Partial ob
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Pylon Gate Core Range Gate Core Pyl
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events (detected by a heuristic, se
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• AD1:n ∈ {no, low, med, high}:
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The model is highly modular, and so
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attacked: P(ei�=r, ti�=r, tai
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Figure 6.7: P(A) for varying values
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Towards a baseline heuristic The me
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Figure 6.9 displays the mean P(A, H
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Finally, our approach is not exclus
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Chapter 7 Strategy Strategy without
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etween economy, technology and mili
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power to the player (it allows for
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7.4.2 Probabilistic labeling Instea
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• Variables: - X i∈�1...n�
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Figure 7.3: Protoss vs Terran distr
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7.5 Build tree prediction The work
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Questions The question that we will
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Table 7.4 shows the full results, t
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that this average “missed” (unp
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7.6 Openings 7.6.1 Bayesian model W
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Questions The question that we will
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Figure 7.12: Evolution of P(Opening
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Table 7.5: Prediction probabilities
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7.6.3 Possible uses We recall that
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• U t+1 ∈ ([0, 1] . . . [0, 1])
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(tt) if it allows for building all
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7.7.2 Results We did not evaluate d
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forces scores PvP PvT PvZ TvT TvZ Z
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shows a brutal transition from the
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Chapter 8 BroodwarBotQ Dealing with
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8.1.2 Tactical goals The decision t
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• X t i∈�1...n� ∈ �r1 .
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3 2 player 1 1 6 4 resources 8 play
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the construction plan as our Produc
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Figure 8.5: Crops of screenshots of
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anking). We consider that this rati
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This is an extension of the work on
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• differences in situations: as t
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9.2.4 Inter-game Adaptation (Meta-g
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fog of war hiding of some of the fe
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RTS Real-Time Strategy games are (m
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Sander C. J. Bakkes, Pieter H. M. S
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Julien Diard, Pierre Bessière, and
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Damian Isla. Handling complexity in
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Kinshuk Mishra, Santiago Ontañón,
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Mark Riedl, Boyang Li, Hua Ai, and
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Adrien Treuille, Seth Cooper, and Z
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• 0 (not at all, or irrelevant)
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Appendix B StarCraft AI B.1 Micro-m
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1|B, B ′ ) = 1.0 iff B = B ′ ,
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Figure B.2: Top: StarCraft’s Lost
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0,1 B' [0..5] T [0..2] E' 0,1 λ B
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C C A A C C A A 4 B B 4 3 4 B B 4 3