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

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Probabilistic modality<br />

Finally, we could use multi-modality [Colas et al., 2010] to get rid of the remaining (small: fireretreat-move)<br />

FSM. Instead of being in “hard” modes, the unit could be in a weighted sum of<br />

modes (summing to one) <strong>and</strong> we would have:<br />

P(Dir) = w fightMove()P(Dir|sensory_inputs) fightMove()+w flee()P(Dir|sensory_inputs) flee() . . .<br />

This could particularly help dealing with the fact that parameters learned from fixed scenarii<br />

would be too specialized. This way we could interpolate a continuous family of distributions <strong>for</strong><br />

P(Dir) from a fixed <strong>and</strong> finite number of parameters learned from a finite number of experiments<br />

setups.<br />

5.6.2 Conclusion<br />

We have implemented this model in StarCraft, <strong>and</strong> it outper<strong>for</strong>ms the original AI as well as<br />

other bots. Our approach does not require a specific vertical integration <strong>for</strong> each different type<br />

of objectives (higher level goals), as opposed to CBR <strong>and</strong> reactive planning [Ontañón et al.,<br />

2007a, Weber et al., 2010b]: it can have a completely different model above feeding sensory<br />

inputs like Obji. It runs in real-time on a laptop (Core 2 Duo) taking decisions <strong>for</strong> every units<br />

24 times per second. It scales well with the number of units to control thanks to the absence of<br />

communication at the unit level, <strong>and</strong> is more robust <strong>and</strong> maintainable than a FSM. Particularly,<br />

the cost to add a new sensory input (a new effect on the units behavior) is low.<br />

90

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