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A combined tactical and strategic hierarchical learning framework in multi-agent games

Published: 09 August 2008 Publication History

Abstract

This paper presents a novel approach to modeling a generic cognitive framework in game agents to provide tactical behavior generation as well as strategic decision making in modern multi-agent computer games. The core of our framework consists of two characterization concepts we term as the tactical and strategic personalities, embedded in each game agent. Tactical actions and strategic plans are generated according to the weights defined in their respective personalities. The personalities are constantly improved as the game proceeds by a learning process based on reinforcement learning. Also, the strategies selected at each level of the agents' command hierarchy affect the personalities and hence the decisions of other agents. The learning system improves performance of the game agents in combat and is decoupled from the action selection mechanism to ensure speed. The variability in tactical behavior and decentralized strategic decision making improves realism and increases entertainment value. Our framework is implemented in a real game scenario as an experiment and shown to outperform various scripted opponent team tactics and strategies, as well as one with a randomly varying strategy.

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Cited By

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  • (2018)Tactical agent personalityInternational Journal of Computer Games Technology10.1155/2011/1071602011(1-1)Online publication date: 13-Dec-2018
  • (2014)Group tactics utilizing suppression and shelter2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)10.1109/CGames.2014.6934139(1-8)Online publication date: Jul-2014

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cover image ACM Conferences
Sandbox '08: Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
August 2008
183 pages
ISBN:9781605581736
DOI:10.1145/1401843
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 09 August 2008

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Author Tags

  1. game agent architecture
  2. game artificial intelligence
  3. learning
  4. multi-agent cooperation
  5. strategic planning
  6. tactical behavior

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Sandbox '08
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Sandbox '08: An ACM SIGGRAPH Video Game Symposium
August 9 - 10, 2008
California, Los Angeles

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Cited By

View all
  • (2018)Tactical agent personalityInternational Journal of Computer Games Technology10.1155/2011/1071602011(1-1)Online publication date: 13-Dec-2018
  • (2014)Group tactics utilizing suppression and shelter2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES)10.1109/CGames.2014.6934139(1-8)Online publication date: Jul-2014

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