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Trajectory Generation with Player Modeling

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Advances in Artificial Intelligence (Canadian AI 2015)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 9091))

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Abstract

The ability to perform tasks similarly to how a specific human would perform them is valuable in future automation efforts across several areas. This paper presents a \(k\)-nearest neighbor trajectory generation methodology that creates trajectories similar to those of a given user in the Space Navigator environment using cluster-based player modeling. This method improves on past efforts by generating trajectories as whole entities rather than creating them point-by-point. Additionally, the player modeling approach improves on past human trajectory modeling efforts by achieving similarity to specific human players rather than general human-like game-play. Results demonstrate that player modeling significantly improves the ability of a trajectory generation system to imitate a given user’s actual performance.

The views expressed in this document are those of the author and do not reflect the official policy or position of the United States Air Force, the United States Department of Defense, or the United States Government.

This work was supported in part through the Air Force Office of Scientific Research, Computational Cognition & Robust Decision Making Program (FA9550), James Lawton Program Manager.

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Correspondence to Jason M. Bindewald .

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Bindewald, J.M., Peterson, G.L., Miller, M.E. (2015). Trajectory Generation with Player Modeling. In: Barbosa, D., Milios, E. (eds) Advances in Artificial Intelligence. Canadian AI 2015. Lecture Notes in Computer Science(), vol 9091. Springer, Cham. https://doi.org/10.1007/978-3-319-18356-5_4

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  • DOI: https://doi.org/10.1007/978-3-319-18356-5_4

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-18355-8

  • Online ISBN: 978-3-319-18356-5

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