1,111 research outputs found

    Mining Balanced Sequential Patterns in RTS Games 1

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    International audienceThe video game industry has grown enormously over the last twenty years, bringing new challenges to the artificial intelli-gence and data analysis communities. We tackle here the problem of automatic discovery of strategies in real-time strategy games through pattern mining. Such patterns are the basic units for many tasks such as automated agent design, but also to build tools for the profession-ally played video games in the electronic sports scene. Our formal-ization relies on a sequential pattern mining approach and a novel measure, the balance measure, telling how a strategy is likely to win. We experiment our methodology on a real-time strategy game that is professionally played in the electronic sport community

    Predictive analysis of real-time strategy games using graph mining

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    Machine learning and computational intelligence have facilitated the development of recommendation systems for a broad range of domains. Such recommendations are based on contextual information that is explicitly provided or pervasively collected. Recommendation systems often improve decision-making or increase the efficacy of a task. Real-Time Strategy (RTS) video games are not only a popular entertainment medium, they also are an abstraction of many real-world applications where the aim is to increase your resources and decrease those of your opponent. Using predictive analytics, which examines past examples of success and failure, we can learn how to predict positive outcomes for such scenarios. To do this, one way to represent this type of data in order to model relationships between entities is by using graphs. The vast amount of data has resulting in complex and large graphs that are difficult to process. Hence, researchers frequently employ parallelized or distributed processing. But first, the graph data must be partitioned and assigned to multiple processors in such a way that the workload will be balanced, and inter-processor communication will be minimized. The latter problem may be complicated by the existence of edges between vertices in a graph that have been assigned to different processors. One objective of this research is to develop an accurate predictive recommendation system for multiplayer strategic games to determine recommendations for moves that a player should, and should not, make which can provide a competitive advantage. Another objective is to determine how to partition a single undirected graph in order to optimize multiprocessor load balancing and reduce the number of edges between split subgraphs --Abstract, page iv

    A Pattern Mining Approach to Study Strategy Balance in RTS Games

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    International audienceWhereas purest strategic games such as Go and Chess seem timeless, the lifetime of a video game is short, influenced by popular culture, trends, boredom and technological innovations. Even the important budget and de- velopments allocated by editors cannot guarantee a timeless success. Instead, novelties and corrections are proposed to extend an inevitably bounded lifetime. Novelties can unexpectedly break the balance of a game, as players can discover unbalanced strategies that developers did not take into account. In the new context of electronic sports, an important challenge is to be able to detect game balance issues. In this article, we consider real time strategy games (RTS) and present an efficient pattern mining algorithm as a basic tool for game balance designers that enables one to search for unbalanced strategies in historical data through a Knowledge Discovery in Databases process (KDD). We experiment with our algorithm on StarCraft II historical data, played professionally as an electronic sport

    What did I do Wrong in my MOBA Game?: Mining Patterns Discriminating Deviant Behaviours

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    International audienceThe success of electronic sports (eSports), where professional gamers participate in competitive leagues and tournaments , brings new challenges for the video game industry. Other than fun, games must be difficult and challenging for eSports professionals but still easy and enjoyable for amateurs. In this article, we consider Multi-player Online Battle Arena games (MOBA) and particularly, " Defense of the Ancients 2 " , commonly known simply as DOTA2. In this context, a challenge is to propose data analysis methods and metrics that help players to improve their skills. We design a data mining-based method that discovers strategic patterns from historical behavioral traces: Given a model encoding an expected way of playing (the norm), we are interested in patterns deviating from the norm that may explain a game outcome from which player can learn more efficient ways of playing. The method is formally introduced and shown to be adaptable to different scenarios. Finally, we provide an experimental evaluation over a dataset of 10, 000 behavioral game traces

    SeqScout: Using a Bandit Model to Discover Interesting Subgroups in Labeled Sequences

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    International audienceIt is extremely useful to exploit labeled datasets not only to learn models but also to improve our understanding of a domain and its available targeted classes. The so-called subgroup discovery task has been considered for a long time. It concerns the discovery of patterns or descriptions, the set of supporting objects of which have interesting properties, e.g., they characterize or discriminate a given target class. Though many subgroup discovery algorithms have been proposed for transactional data, discovering subgroups within labeled sequential data and thus searching for descriptions as sequential patterns has been much less studied. In that context, exhaustive exploration strategies can not be used for real-life applications and we have to look for heuristic approaches. We propose the algorithm SeqScout to discover interesting subgroups (w.r.t. a chosen quality measure) from labeled sequences of itemsets. This is a new sampling algorithm that mines discriminant sequential patterns using a multi-armed bandit model. It is an anytime algorithm that, for a given budget, finds a collection of local optima in the search space of descriptions and thus subgroups. It requires a light configuration and it is independent from the quality measure used for pattern scoring. Furthermore, it is fairly simple to implement. We provide qualitative and quantitative experiments on several datasets to illustrate its added-value

    Markov Decision Processes with Applications in Wireless Sensor Networks: A Survey

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    Wireless sensor networks (WSNs) consist of autonomous and resource-limited devices. The devices cooperate to monitor one or more physical phenomena within an area of interest. WSNs operate as stochastic systems because of randomness in the monitored environments. For long service time and low maintenance cost, WSNs require adaptive and robust methods to address data exchange, topology formulation, resource and power optimization, sensing coverage and object detection, and security challenges. In these problems, sensor nodes are to make optimized decisions from a set of accessible strategies to achieve design goals. This survey reviews numerous applications of the Markov decision process (MDP) framework, a powerful decision-making tool to develop adaptive algorithms and protocols for WSNs. Furthermore, various solution methods are discussed and compared to serve as a guide for using MDPs in WSNs

    A Survey of Monte Carlo Tree Search Methods

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    Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work

    A Two-Stage Real-time Prediction Method for Multiplayer Shooting E-Sports

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    E-sports is an industry with a huge base and the number of people who pay attention to it continues to rise. The research results of E-sports prediction play an important role in many aspects. In the past game prediction algorithms, there are mainly three kinds: neural network algorithm, AdaBoost algorithm based on Naïve Bayesian (NB) classifier and decision tree algorithm. These three algorithms have their own advantages and disadvantages, but they cannot predict the match ranking in real time. Therefore, we propose a real-time prediction algorithm based on random forest model. This method is divided into two stages. In the first stage, the weights are trained to obtain the optimal model for the second stage. In the second stage, each influencing factor in the data set is corresponded to and transformed with the data items in the competition log. The accuracy of the prediction results and its change trend with time are observed. Finally, the model is evaluated. The results show that the accuracy of real-time prediction reaches 92.29%, which makes up for the shortage of real-time in traditional prediction algorithm

    Study of Computational Intelligence Algorithms to Detect Behaviour Patterns

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    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
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