15.12.2012 Views

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 ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

• 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 />

48

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!