We apologize for a recent technical issue with our email system, which temporarily affected account activations. Accounts have now been activated. Authors may proceed with paper submissions. PhDFocusTM
CFP last date
20 December 2024
Reseach Article

Player Modelling in Target-based Games

by Yogeshwar Mutneja
International Journal of Computer Applications
Foundation of Computer Science (FCS), NY, USA
Volume 130 - Number 15
Year of Publication: 2015
Authors: Yogeshwar Mutneja
10.5120/ijca2015907186

Yogeshwar Mutneja . Player Modelling in Target-based Games. International Journal of Computer Applications. 130, 15 ( November 2015), 28-33. DOI=10.5120/ijca2015907186

@article{ 10.5120/ijca2015907186,
author = { Yogeshwar Mutneja },
title = { Player Modelling in Target-based Games },
journal = { International Journal of Computer Applications },
issue_date = { November 2015 },
volume = { 130 },
number = { 15 },
month = { November },
year = { 2015 },
issn = { 0975-8887 },
pages = { 28-33 },
numpages = {9},
url = { https://ijcaonline.org/archives/volume130/number15/23287-2015907186/ },
doi = { 10.5120/ijca2015907186 },
publisher = {Foundation of Computer Science (FCS), NY, USA},
address = {New York, USA}
}
%0 Journal Article
%1 2024-02-06T23:25:42.915230+05:30
%A Yogeshwar Mutneja
%T Player Modelling in Target-based Games
%J International Journal of Computer Applications
%@ 0975-8887
%V 130
%N 15
%P 28-33
%D 2015
%I Foundation of Computer Science (FCS), NY, USA
Abstract

With people's attention span dropping and computational capacity increasing, artificial intelligence and machine learning are making inroads into the area of gaming. One such technique to make games more interesting, i.e. player modeling has become popular off late. However, most of the work on player and opponent modeling involves strategy games. The aim of the paper is to model the style, and more importantly, even the skill of a player in an entirely different genre, the target based aiming games. It was found that traditional player modeling approaches fail in this genre as real valued continuous output needs to be modelled. The research took a turn to regression methods to model this genre and explore and pick from a number of algorithms. These were next applied to a practical game and evaluated against the humans, on which they were modelled, to judge their performance. The paper concludes by talking about how these methods can also be extended to other similar genres like first person shooters.

References
  1. Lev Manovich, “The Language of New Media”, The MIT Press, ISBN: 9780262332781, February 2002.
  2. Taylor, Laurie N. Video games: Perspective, point-of-view, and immersion. Diss. University of Florida, 2002.
  3. Bakkes, Sander, Pieter Spronck, and Jaap Van den Herik. "Rapid and reliable adaptation of video game AI." Computational Intelligence and AI in Games, IEEE Transactions on 1.2 (2009): 93-104.
  4. Spronck, Pieter, and Freek den Teuling. "Player Modeling in Civilization IV." AIIDE. 2010.
  5. Fürnkranz, Johannes. "Recent advances in machine learning and game playing." ÖGAI Journal 26.2 (2007): 19-28.
  6. Smith, Adam M., et al. "An inclusive taxonomy of player modeling." University of California, Santa Cruz, Tech. Rep. UCSC-SOE-11-13 (2011).
  7. Aiolli, Fabio, and Claudio E. Palazzi. "Enhancing artificial intelligence on a real mobile game." International Journal of Computer Games Technology 2009 (2009): 1.
  8. Ricciardi, Antonio, and Patrick Thill. "Adaptive AI for Fighting Games." December 12.200 (2008): 8.
  9. Ong, Hao Yi, Sunil Deolalikar, and Mark Peng. "Player Behavior and Optimal Team Composition for Online Multiplayer Games." arXiv preprint arXiv: 1503.02230 (2015).
  10. Specht, Donald F. "A general regression neural network." Neural Networks, IEEE Transactions on 2.6 (1991): 568-576.
  11. Smola, Alex, and Vladimir Vapnik. "Support vector regression machines." Advances in neural information processing systems 9 (1997): 155-161.
  12. Welling, Max. "Support vector regression." Department of Computer Science, University of Toronto, Toronto (Kanada) (2004).
  13. Montgomery, Douglas C., Elizabeth A. Peck, and G. Geoffrey Vining. Introduction to linear regression analysis. Vol. 821. John Wiley & Sons, 2012.
  14. Brandt, Siegmund. "Linear and Polynomial Regression." Data Analysis. Springer New York, 1999. 413-426.
  15. De'ath, Glenn, and Katharina E. Fabricius. "Classification and regression trees: a powerful yet simple technique for ecological data analysis." Ecology 81.11 (2000): 3178-3192.
  16. Kleinbaum, David, et al. Applied regression analysis and other multivariable methods. Cengage Learning, 2013.
  17. Guyon, Isabelle, and André Elisseeff. "An introduction to variable and feature selection." The Journal of Machine Learning Research 3 (2003): 1157-1182.
  18. Rublee, Ethan, et al. "ORB: an efficient alternative to SIFT or SURF." Computer Vision (ICCV), 2011 IEEE International Conference on. IEEE, 2011.
  19. Smith, Ray. "An overview of the Tesseract OCR engine." icdar. IEEE, 2007.
  20. Kivinen, Jyrki, and Manfred K. Warmuth. "Exponentiated gradient versus gradient descent for linear predictors." Information and Computation 132.1 (1997): 1-63.
  21. Picard, Richard R., and R. Dennis Cook. "Cross-validation of regression models." Journal of the American Statistical Association 79.387 (1984): 575-583.
  22. Bakkes, Sander CJ, Pieter HM Spronck, and H. Jaap Van Den Herik. "Opponent modelling for case-based adaptive game AI." Entertainment Computing 1.1 (2009): 27-37.
Index Terms

Computer Science
Information Sciences

Keywords

Target-based aiming player modeling regression adaptive game AI.