Bayesian Programming and Learning for Multi-Player Video Games ...
Bayesian Programming and Learning for Multi-Player Video Games ...
Bayesian Programming and Learning for Multi-Player Video Games ...
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• if allies (possibly in a list) are not “buffed” (enhanced), buff them if possible.<br />
• default: shoot at the most targeted enemy.<br />
• self-preservation, etc.<br />
The problem with such an approach is that tuning or modifying it can quickly be cumbersome:<br />
<strong>for</strong> a game with a large state space, robustness is hard to ensure. Also, the behavior would seem<br />
pretty repetitive, <strong>and</strong> thus predictable.<br />
Figure 3.2: Example setup A (left) <strong>and</strong> B (right). There are 2 foes <strong>and</strong> 2 allies taking damages<br />
(“MT” <strong>and</strong> “tank”). <strong>Player</strong>s with stars can heal allies, players with dotted lines will soon die<br />
(ID = true). Our model controls the blue character, green players are allies, while red characters<br />
are foes. The larger the surrounding ellipse is, the more health points the characters have.<br />
3.3.2 Perceptions <strong>and</strong> actions<br />
To solve this problem without having the downsides of this naive first approach, we will use<br />
a <strong>Bayesian</strong> model. We now list some of the perceptions available to the player (<strong>and</strong> thus the<br />
robot):<br />
• the names <strong>and</strong> positions of all other players, this gives their distances, which is useful to<br />
know which abilities can be used.<br />
• hit points (also health points, noted HP) of all the players, when the HP of a player fall<br />
to 0, her avatar dies. It cannot be resurrected, at least in the situations that we consider<br />
(not <strong>for</strong> the fight).<br />
• the natures of other players (ally or foe).<br />
• the class of other players: some have a tanking role (take incoming damages <strong>for</strong> the rest<br />
of the group), others are damage dealers (either by contact or ranged attacks), the last<br />
category are healers, whose role is to maintain everyone alive.<br />
• an approximation of the resistance to certain types of attacks <strong>for</strong> every player.<br />
Actions available to the players are to move <strong>and</strong> to use their abilities:<br />
• damage over time attacks (periodic repeated damage), or quick but low damage attacks,<br />
<strong>and</strong> slow but high damage attacks<br />
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