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Imitating the Behavior of Human Players in Action Games

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Entertainment Computing - ICEC 2006 (ICEC 2006)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4161))

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Abstract

In action games, the computer’s behavior lacks diversity and human players are able to learn how the computer behaves by playing the same game over and over again. As a result, human players eventually grow tired of the game. Therefore, this paper proposes a method of imitating the behavior of human players by creating profiles of players from their play data. By imitating what many different players do, a greater variety of actions can be created.

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References

  1. Schwab, B.: AI Game Engine Programming, pp. 203–210. Charles River Media, Hingham (2004)

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© 2006 IFIP International Federation for Information Processing

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Nakano, A., Tanaka, A., Hoshino, J. (2006). Imitating the Behavior of Human Players in Action Games. In: Harper, R., Rauterberg, M., Combetto, M. (eds) Entertainment Computing - ICEC 2006. ICEC 2006. Lecture Notes in Computer Science, vol 4161. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11872320_44

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  • DOI: https://doi.org/10.1007/11872320_44

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-45259-1

  • Online ISBN: 978-3-540-45261-4

  • eBook Packages: Computer ScienceComputer Science (R0)

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