The future of game Al : learning to use human tactics

Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.

Bibliographic Details
Main Author: Dowgun, Neil M
Other Authors: Philip Tan.
Format: Thesis
Language:eng
Published: Massachusetts Institute of Technology 2011
Subjects:
Online Access:http://hdl.handle.net/1721.1/61309
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author Dowgun, Neil M
author2 Philip Tan.
author_facet Philip Tan.
Dowgun, Neil M
author_sort Dowgun, Neil M
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description Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.
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spelling mit-1721.1/613092019-04-10T07:37:11Z The future of game Al : learning to use human tactics Future of game artificial intelligence : learning to use human tactics Dowgun, Neil M Philip Tan. Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science. Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science. Electrical Engineering and Computer Science. Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009. Cataloged from PDF version of thesis. Includes bibliographical references (p. 48-49). Many video games require artificial players that can act as replacements for human players. With today's constant increases in the complexity of games and the prevalence of user-created content, creating an Al that is sufficiently adaptable is becoming more challenging than ever. This thesis proposes a system which takes data from games played between humans, and from that data learns their most effective tactics. In this way, it may be possible to create an Al whose potential is limited only by the human imagination. The prototype that is described in this paper is made up of four components: a Log Interpreter and an Evaluator that process the data gathered from games played by humans; an Organizer that utilizes machine learning to glean useful information from the processed data; and a decision-making bot that uses this information while playing the game. The prototype is implemented using the Torque Game Engine and is applied to a game called TenXion, developed at the Singapore-MIT GAMBIT Game Lab. The implementation that was used for this project is merely the foundation for an efficient, robust system that can accomplish the goal of learning from human tactics. A large portion of this thesis is dedicated to the description of lessons that were learned over the course of the prototype's development and ideas for future extensions, including a map-processing module and better methods of restricting the bot to feasible strategies. by Neil M. Dowgun. M.Eng. 2011-02-23T15:02:40Z 2011-02-23T15:02:40Z 2009 2009 Thesis http://hdl.handle.net/1721.1/61309 702674769 eng M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission. http://dspace.mit.edu/handle/1721.1/7582 54 p. application/pdf Massachusetts Institute of Technology
spellingShingle Electrical Engineering and Computer Science.
Dowgun, Neil M
The future of game Al : learning to use human tactics
title The future of game Al : learning to use human tactics
title_full The future of game Al : learning to use human tactics
title_fullStr The future of game Al : learning to use human tactics
title_full_unstemmed The future of game Al : learning to use human tactics
title_short The future of game Al : learning to use human tactics
title_sort future of game al learning to use human tactics
topic Electrical Engineering and Computer Science.
url http://hdl.handle.net/1721.1/61309
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