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

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Figure 3.3: Left: probabilities of targets depending on the probability that a target is dying<br />

(P(IDi = true|T = i)) with setup A (no enemy is risking death). Right: same, with setup B<br />

(the foe “Add” is risking death). We can see that the target is shifted from the “Tank” in setup<br />

A to the “Add” in setup B.<br />

Figure 3.4: Left: Probabilities of skills depending on the probability that a target is dying<br />

(P(IDi = true|T = i)) with setup A (no enemy is risking death). Right: same, with setup B<br />

(the foe “Add” is risking death). We can see that the skill switches from “big_heal” in setup A<br />

to “big_dd” in setup B.<br />

As you can see here, when we have the highest probability to attack the main enemy (“Lich”,<br />

when P(IDi = true|T = i) is low), who is a C = tank, we get a high probability <strong>for</strong> the skill<br />

debuff_armor. We need only cast this skill if the debuff is not already present, so perhaps that<br />

we will cast small_dd instead.<br />

To conclude this example, we ask the full question, what is the distribution on skill <strong>and</strong><br />

target:<br />

P(S, T |t t−1 , hp1:n, d1:n, a1:n, ∆hp1:n, id1:n, c1:n, r1:n)<br />

Figure 3.5 shows this distribution with setup A <strong>and</strong> the probability to target the previous target<br />

(set to “Lich” here) only ≈ 2 times greater than any other character, P(IDi = true|T = i) = 0.9<br />

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