Representing Uncertainty in RTS Games

Heildartexti lokaskýrslu. Prentuð útgáfa er varðveitt á bókasafni HR. Real-time strategy (RTS) games are partially observable environments, requiring players to reason under uncertainty. The main source of uncertainty in RTS games is that players do not initially know the game map, including what un...

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Bibliographic Details
Main Author: Björn Jónsson 1978-
Other Authors: Háskólinn í Reykjavík
Format: Thesis
Language:English
Published: 2011
Subjects:
Online Access:http://hdl.handle.net/1946/10688
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author Björn Jónsson 1978-
author2 Háskólinn í Reykjavík
author_facet Björn Jónsson 1978-
author_sort Björn Jónsson 1978-
collection Skemman (Iceland)
description Heildartexti lokaskýrslu. Prentuð útgáfa er varðveitt á bókasafni HR. Real-time strategy (RTS) games are partially observable environments, requiring players to reason under uncertainty. The main source of uncertainty in RTS games is that players do not initially know the game map, including what units the opponent has created. This information gradually improves, in part by exploring, as the game progresses. To compensate for this uncertainty, human players use their experience and domain knowledge to estimate the combination of units that opponents control, and make decisions based on these estimates. For RTS game AI to mimic this behavior of human players, a suitable knowledge representation is required. The order in which units can be created in RTS games is conditioned by a game specific technology tree where units represented by parent nodes in the tree need to be created before units represented by child nodes can be created. We propose the use of a Bayesian Network (BN) to represent the beliefs that RTS game AI players have about the expansion of the technology tree of their opponents. We implement a BN for the RTS game StarCraft and give several examples of its use. In particular, we evaluate our design by improving strategy prediction under uncertainty from previously reported work [37]. Using our BN, we are able to increase the precision of strategy prediction up to 56%. These results show that the proposed BN can be used to infer creation time values for unobserved units in RTS games and that BNs are a promising approach for RTS game AI to represent and reason with uncertainty in RTS games. Háskólinn í Reykjavík
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spelling ftskemman:oai:skemman.is:1946/10688 2025-01-17T00:29:53+00:00 Representing Uncertainty in RTS Games Björn Jónsson 1978- Háskólinn í Reykjavík 2011-12 application/pdf http://hdl.handle.net/1946/10688 en eng http://hdl.handle.net/1946/10688 Tölvuleikir Tölvunarfræði Meistaraprófsritgerðir Computer games Computer science Thesis Master's 2011 ftskemman 2022-12-11T06:58:16Z Heildartexti lokaskýrslu. Prentuð útgáfa er varðveitt á bókasafni HR. Real-time strategy (RTS) games are partially observable environments, requiring players to reason under uncertainty. The main source of uncertainty in RTS games is that players do not initially know the game map, including what units the opponent has created. This information gradually improves, in part by exploring, as the game progresses. To compensate for this uncertainty, human players use their experience and domain knowledge to estimate the combination of units that opponents control, and make decisions based on these estimates. For RTS game AI to mimic this behavior of human players, a suitable knowledge representation is required. The order in which units can be created in RTS games is conditioned by a game specific technology tree where units represented by parent nodes in the tree need to be created before units represented by child nodes can be created. We propose the use of a Bayesian Network (BN) to represent the beliefs that RTS game AI players have about the expansion of the technology tree of their opponents. We implement a BN for the RTS game StarCraft and give several examples of its use. In particular, we evaluate our design by improving strategy prediction under uncertainty from previously reported work [37]. Using our BN, we are able to increase the precision of strategy prediction up to 56%. These results show that the proposed BN can be used to infer creation time values for unobserved units in RTS games and that BNs are a promising approach for RTS game AI to represent and reason with uncertainty in RTS games. Háskólinn í Reykjavík Thesis Reykjavík Reykjavík Skemman (Iceland) Reykjavík
spellingShingle Tölvuleikir
Tölvunarfræði
Meistaraprófsritgerðir
Computer games
Computer science
Björn Jónsson 1978-
Representing Uncertainty in RTS Games
title Representing Uncertainty in RTS Games
title_full Representing Uncertainty in RTS Games
title_fullStr Representing Uncertainty in RTS Games
title_full_unstemmed Representing Uncertainty in RTS Games
title_short Representing Uncertainty in RTS Games
title_sort representing uncertainty in rts games
topic Tölvuleikir
Tölvunarfræði
Meistaraprófsritgerðir
Computer games
Computer science
topic_facet Tölvuleikir
Tölvunarfræði
Meistaraprófsritgerðir
Computer games
Computer science
url http://hdl.handle.net/1946/10688