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

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<strong>and</strong> P(Ai = false|T = i) = 0.6. To make decisions about our actions, a simple approach would<br />

be a greedy one: if the first couple (T, S) is already done or not available, we per<strong>for</strong>m the second,<br />

<strong>and</strong> so on. Another approach would be to sample in this distribution.<br />

Figure 3.5: Log-probabilities of target (T ) <strong>and</strong> skill (S) with setup A, <strong>and</strong> P(IDi = true|T =<br />

i) = 0.9, P(Ai = false|T = i) = 0.6. This plot corresponds to the answer to the full question<br />

on which decision-making has to be done. The first choice (most probable P(S, T )) is to cast a<br />

“big_heal” on the “tank”. The second choice is to cast “debuff_armor” on the “lich”...<br />

3.3.5 Discussion<br />

This limited model served the purpose of presenting <strong>Bayesian</strong> programming in practice. While<br />

it was used in a simulation, it showcases the approach one can take to break down the problem<br />

of autonomous control of NPC*. The choice of the skill or ability to use <strong>and</strong> the target on which<br />

to use it puts hard constraints on every others decisions the autonomous agent has to take to<br />

per<strong>for</strong>m its ability action. Thus, such a model shows that:<br />

• cooperative behavior is not too hard to incorporate in a decision (instead of being hardcoded),<br />

• it can be learned, either from observations of a human player or by rein<strong>for</strong>cement (exploration),<br />

• it is computationally tractable (<strong>for</strong> use in all games).<br />

Moreover, using this model on another agent than the one controlled by the AI can give a<br />

prediction on what it will do, resulting in human-like, adaptive, playing style.<br />

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