arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2009.08696cs.AI
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TotalBotWar:一种新的面向AI的伪实时的多动作游戏挑战与竞赛

TotalBotWar: A New Pseudo Real-time Multi-action Game Challenge and Competition for AI

Jaume I University(海梅一世大学)

Alejandro Estaben, César Díaz, Raul Montoliu, Diego Pérez-Liebana

摘要:

本文介绍了TotalBotWar,一个新的伪实时的【形】多动作游戏AI的挑战,以及一些初步的实验,基准框架与不同的代理。该游戏基于流行的TotalWar游戏系列的实时的【形】战斗,玩家管理一支军队击败对手的军队。在提议的游戏中,一个回合由一组控制单位的命令组成。在一个回合中可以执行的数量和具体顺序在游戏的进行过程中会有所不同。游戏的一个有趣的特点是,如果一个特定的单位在一个回合中没有收到命令,它将继续执行前一个回合中指定的动作。回合分支因子对于传统算法来说是压倒性的,而游戏状态的部分可观测性使得所提出的游戏成为测试现代AI算法的有趣平台。

英文摘要:

This paper presents TotalBotWar, a new pseudo real-time multi-action challenge for game AI, as well as some initial experiments that benchmark the framework with different agents. The game is based on the real-time battles of the popular TotalWar games series where players manage an army to defeat the opponent's one. In the proposed game, a turn consists of a set of orders to control the units. The number and specific orders that can be performed in a turn vary during the progression of the game. One interesting feature of the game is that if a particular unit does not receive an order in a turn, it will continue performing the action specified in a previous turn. The turn-wise branching factor becomes overwhelming for traditional algorithms and the partial observability of the game state makes the proposed game an interesting platform to test modern AI algorithms.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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