51 research outputs found
Study of Computational Intelligence Algorithms to Detect Behaviour Patterns
In order to achieve the game flow and increase player retention, it is important that games
difficulty matches player skills. As a consequence, to evaluate how people play a game
is a crucial component, because detecting gamers strategies in video-games, it is possible
to fix the game difficulty. The main problem to detect the strategies is whether attributes
selected to define the strategies correctly detect the actions of the player. To study the
player strategies, we will use a Real Time Stategy (RTS) game. In a RTS the players make
use of units and structures to secure areas of a map and/or destroy the opponents resources.
In this work, we will extract the real-time information about the players strategies using
a platform base on the RTS game. After gathering information, the attributes that define
the player strategies are evaluated using unsupervised learning algorithm (K-Means and
Spectral Clustering). Finally, we will study the similitude among several gameplays where
players use different strategies.A fin de lograr que el flujo del juego mejore y la captación de jugadores aumente, es importante
que la dificultad del juego se ajuste a las habilidades del jugador. Como consecuencia,
evaluar como juega la gente un juego es un aspecto importante, porque detectando las estrategias
de los jugadores en los vídeo juegos, permite adapta la dificultad del juego. El
problema principal para detectar las estrategias es si los atributos seleccionados para definir
las estrategias definen correctamente las acciones del jugador. Para estudiar las estrategias
de los jugadores, usaremos un juego de estrategia en tiempo real (Reat Time Strategy (RTS)
en inglés). En un RTS los jugadores hacen uso de unidades y estructuras para asegurar áreas
del mapa y/o destruir los recursos de los oponentes. En este trabajo, extraeremos información
en tiempo real acerca de las estrategias usando una plataforma basada en un juego
de RTS. Después de recoger la información, los atributos que definen las estrategias de los
jugadores son evaluados mediante algoritmos de aprendizaje no supervisado (K-Means y
Spectral Clustering). Finalmente, estudiaremos la similitud entre diversas partidas donde
los jugadores utilizar diferentes estrategias.Este trabajo ha sido financiado por Airbus Defence & Space (Proyecto Savier: FUAM-076914) y parcialmente por TIN2010-19872
From the Hands of an Early Adopter's Avatar to Virtual Junkyards: Analysis of Virtual Goods' Lifetime Survival
One of the major questions in the study of economics, logistics, and business
forecasting is the measurement and prediction of value creation, distribution,
and lifetime in the form of goods. In "real" economies, a perfect model for the
circulation of goods is impossible. However, virtual realities and economies
pose a new frontier for the broad study of economics, since every good and
transaction can be accurately tracked. Therefore, models that predict goods'
circulation can be tested and confirmed before their introduction to "real
life" and other scenarios. The present study is focused on the characteristics
of early-stage adopters for virtual goods, and how they predict the lifespan of
the goods. We employ machine learning and decision trees as the basis of our
prediction models. Results provide evidence that the prediction of the lifespan
of virtual objects is possible based just on data from early holders of those
objects. Overall, communication and social activity are the main drivers for
the effective propagation of virtual goods, and they are the most expected
characteristics of early adopters.Comment: 28 page
Detection and Analysis of Anomalies in People Density and Mobility Through Wireless Smartphone Tracking
One of the challenges of this century is to use the data that a smart-city provides to make
life easier for its inhabitants. Speci cally, within the area of urban mobility, the possibility of detecting
anomalies in the movement of pedestrians and vehicles is an issue of vital importance for the planning and
administration of a city. The aim of this paper is to propose a methodology to detect the movement of people
from the information transmitted by their smart mobile devices, analyze these data, and be able to detect
or recognize anomalies in their behavior. In order to validate this methodology, different experiments have
been carried out based on real data aiming to extract knowledge, as well as obtaining a characterisation of
the anomalies detected. The use of this methodology might help the city policy makers to better manage
their mobility and transport resources.This work was supported by in part by the Dirección General de Tráfico under Project SPIP2017-02116, in part by the Ministerio de
Ciencia, Innovación y Universidades under Grant RTI2018-102002-A-I00, in part by the Ministerio español de Economía y Competitividad
under Grant TIN2017-85727-C4-2-P, in part by the FEDER under Grant TEC2015-68752, and in part by the FEDER y Junta de Andalucía
under Project B-TIC-402-UGR18
Looking for Archetypes: Applying Game Data Mining to Hearthstone Decks
Digital Collectible Cards Games such as Hearthstone have become a very
proli c test-bed for Arti cial Intelligence algorithms. The main researches
have focused on the implementation of autonomous agents (bots) able to effectively
play the game. However, this environment is also very attractive for
the use of Data Mining (DM) and Machine Learning (ML) techniques, for
analysing and extracting useful knowledge from game data. The objective
of this work is to apply existing Game Mining techniques in order to study
more than 600,000 real decks (groups of cards) created by players with many
di erent skill levels. Data visualisation and analysis tools have been applied,
namely, Graph representations and Clustering techniques. Then, an expert
player has conducted a deep analysis of the results yielded by these methods,
aiming to identify the use of standard - and well-known - archetypes de ned
by the players. The used methods will also make it possible for the expert to
discover hidden relationships between cards that could lead to nding better
combinations of them, enhancing players' decks or, otherwise, identify unbalanced
cards that could lead to a disappointing game experience. Moreover,
although this work is mostly focused on data analysis and visualization, the
obtained results can be applied to improve Hearthstone Bots' behaviour, e.g.
predicting opponent's actions after identifying a speci c archetype in his/her
deck.Spanish Government PID2020-113462RB-I00
PID2020-115570 GB-C22Junta de Andalucia B-TIC-402-UGR18
P18-RT-4830
A-TIC-608-UGR2
In-game action list segmentation and labeling in real-time strategy games
Data set available at http://ink.library.smu.edu.sg/data/1/</p
Примена виртуелних светова у истраживању теорије агената и инжењерском образовању
The focus of this doctoral dissertation is on exploring the potentials of virtual worlds, for
applications in research and education. Regarding this, there are two central aspects that are
explored in the dissertation. The first one considers the concept of autonomous agents, and agent
theory in general, in the context of virtual worlds. The second aspect is related to the educational
applications of virtual worlds, while especially focusing on the concept of virtual laboratories. An
introduction to basic terminology related to the subject is given at the start of the dissertation. After
that, a thorough analysis of the role of agents in virtual worlds is presented. This, among others,
includes the analysis of the techniques that shape the agent’s behavior. The development of the
virtual gamified educational system, specially dedicated to agents is then presented in the
dissertation, along with a thorough description. While, in the end, analysis of the concept of virtual
laboratories in STE (Science, Technology, and Engineering) disciplines is performed, and existing
solutions are evaluated according to the criteria defined in the dissertation.Фокус ове докторске дисертације је на истраживању потенцијала виртуелних светова за
примене у истраживањима и образовању. У вези са тим, постоје два главна аспекта која су
обрађена у дисертацији. Први аспект се тиче концепта аутономних агената, као и теорије
агената у целини, а у контексту виртуелних светова. Други аспект је везан за примену
виртуелних светова у образовању, при чему је посебан акценат стављен на виртуелне
лабораторије. На почетку дисертације је дат кратак увод који се тиче терминологије и
појединих појмова везаних за област којом се ова дисертција бави. Након тога је
представљена систематична и темељна анализа улоге агената у виртуелним световима.
Између осталог, ово укључује и анализу техника потребних за обликовање понашања
агената. Потом је у дисертацији детаљно представљен развој оригиналног виртуелног
образовног система посвећеног агентима. На крају, анализиран је концепт виртуелних
лабораторија у НТИ (наука, технологија, инжењерство) дисциплинама и извршена је
евалуација постојећих решења у складу са критеријумима који су дефинисани у дисертацији
Rogueinabox: a Rogue environment for AI learning. Framework development and Agents design.
In this thesis we introduce Rogueinabox: a higly modular learning environment built around the videogame Rogue, the father of the roguelike genre. It offers easy ways to interact with the game and a whole framework to build, customize and run learning agents.
We discuss the interest and challengies of this game for machine learning and deep learning, and discuss our initial experiments of training.
We show the userfulness and convenience of Rogueinabox employing it in combination with QLearning tecniques to build an agent that explores the dungeon
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