24 research outputs found

    Improving Computer Game Bots\u27 behavior using Q-Learning

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    In modern computer video games, the quality of artificial characters plays a prominent role in the success of the game in the market. The aim of intelligent techniques, termed game AI, used in these games is to provide an interesting and challenging game play to a game player. Being highly sophisticated, these games present game developers with similar kind of requirements and challenges as faced by academic AI community. The game companies claim to use sophisticated game AI to model artificial characters such as computer game bots, intelligent realistic AI agents. However, these bots work via simple routines pre-programmed to suit the game map, game rules, game type, and other parameters unique to each game. Mostly, illusive intelligent behaviors are programmed using simple conditional statements and are hard-coded in the bots\u27 logic. Moreover, a game programmer has to spend considerable time configuring crisp inputs for these conditional statements. Therefore, we realize a need for machine learning techniques to dynamically improve bots\u27 behavior and save precious computer programmers\u27 man-hours. So, we selected Q-learning, a reinforcement learning technique, to evolve dynamic intelligent bots, as it is a simple, efficient, and online learning algorithm. Machine learning techniques such as reinforcement learning are know to be intractable if they use a detailed model of the world, and also requires tuning of various parameters to give satisfactory performance. Therefore, for this research we opt to examine Q-learning for evolving a few basic behaviors viz. learning to fight, and planting the bomb for computer game bots. Furthermore, we experimented on how bots would use knowledge learned from abstract models to evolve its behavior in more detailed model of the world. Bots evolved using these techniques would become more pragmatic, believable and capable of showing human-like behavior. This will provide more realistic feel to the game and provide game programmers with an efficient learning technique for programming these bots

    Improving Behavior of Computer Game Bots Using Fictitious Play

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    In modern computer games, "bots" -intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called fictitious play for improving behavior of these computer game bots which will make them less predictable and hence, more a enjoyable game

    MODELING AND IMPLEMENTATION OF Z-NUMBER

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    Computing with words (CW) provides symbolic and semantic methodology to deal with imprecise information associated with natural language. The CW paradigm rooted in fuzzy logic, when coupled with an expert system, offers a general methodology for computation with fuzzy variables and a fusion of natural language propositions for this purpose. Fuzzy variables encode the semantic knowledge, and hence, the system can understand the meaning of the symbols. The use of words not only simplifies the knowledge acquisition process, but can also eliminate the need of a human knowledge engineer. CW encapsulates various fuzzy logic techniques developed in past decades and formalizes them. Z-number is an emerging paradigm that has been utilized in computing with words among other constructs. The concept of Z-number is intended to provide a basis for computation with numbers that deals with reliability and likelihood. Z-numbers are confluence of the two most prominent approaches to uncertainty, probability and possibility, that allow computations on complex statements. Certain computations related to Z-numbers are ambiguous and complicated leading to their slow adaptation into areas such as computing with words. Moreover, as acknowledged by Zadeh, there does not exist a unique solution to these problems. The biggest contributing factor to the complexity is the use of probability distributions in the computations. This dissertation seeks to provide an applied model of Z-number based on certain realistic assumptions regarding the probability distributions. Algorithms are presented to implement this model and integrate it into an expert system shell for computing with words called CWShell. CWShell is a software tool that abstracts the underlying computation required for computing with words and provides a convenient way to represent and reason on a unstructured natural language

    Network Intrusion Detection Types and Computation

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    Abstract—Our research created a network Intrusion Detection Math (ID Math) consisting of two components: (1) a way of specifying intrusion detection types in a manner which is more suitable for an analytical environment; and (2) a computational model which describes methodology for preparing intrusion detection data stepwise from network packets to data structures in a way which is appropriate for sophisticated analytical methods such as statistics, data mining, and computational intelligence. We used ID Math in a production Self-Organizing Map (SOM) intrusion detection system named ANNaBell as well as in the SOM+ Diagnostic System which we developed

    Friendly Forces Finder (Semester Unknown) EnPRO 350: FriendlyForcesFinderEnPRO350BrochureSp10

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    GPS modules and tracking devices have influenced many advances in modern technology. The data GPS provides has replaced the map and compass, and can be crucial in many situations. Its current platform for use however requires the user to utilize a handheld device and direct his/her frame of view to a screen. In many situations there is a need to have eyes on and full awareness of surroundings, something that simply can't be done while holding and viewing a handheld device. To solve this dilemma, team Smart Specs has integrated ideas of GPS, heads-up displays, and datalink technology to form a design that will give the user full hands free capabilities. This device, worn like glasses, allows the user to track objects and even designate objects to be tracked, which are all shown through heads-up display.Deliverable

    Friendly Forces Finder (Semester Unknown) EnPRO 350

    No full text
    GPS modules and tracking devices have influenced many advances in modern technology. The data GPS provides has replaced the map and compass, and can be crucial in many situations. Its current platform for use however requires the user to utilize a handheld device and direct his/her frame of view to a screen. In many situations there is a need to have eyes on and full awareness of surroundings, something that simply can't be done while holding and viewing a handheld device. To solve this dilemma, team Smart Specs has integrated ideas of GPS, heads-up displays, and datalink technology to form a design that will give the user full hands free capabilities. This device, worn like glasses, allows the user to track objects and even designate objects to be tracked, which are all shown through heads-up display.Deliverable
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