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Opponent modeling

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Massive online games (world of warcraft) Providing offline character continuation ... Many different means of opponent modeling are available ... – PowerPoint PPT presentation

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Title: Opponent modeling


1
Opponent modeling
  • Use of opponent modeling
  • Opponent modeling techniques

Rik Boss Maarten Schadd
2
Use of opponent modelling
  • To improve strength of play
  • (beating the human player)
  • But also
  • Assisting the human player
  • Training the human player
  • Providing a proper level of opposition
  • However is it needed?

3
Use of opponent modelling
  • Complex commercial computer games
  • Black White
  • Neverwinter Nights
  • But also
  • Chess
  • Poker
  • Other board games

4
Beating the human player
  • Anticipating opponent moves (chess)
  • Enabling realistic game play (poker)
  • Preventing repetitive behavior (first person
    shooters)
  • Extensive opponent modeling in complex
    commercial games remains difficult.

5
Assisting the human player
  • Buddy behavior
  • Taking over player characters
  • Providing realistic
  • NPCs

6
Assisting the human player
  • Buddy behavior
  • In games like
  • Brothers in Arms
  • Proper behavior
  • No micro-control
  • More complex actions
  • Massive online games (world of warcraft)
  • Providing offline character continuation
  • Providing multiple player entities

7
Training the human player
  • Teach a game to a human
  • Give feedback during gameplay
  • Train skills and strategy
  • Offering new challenges

8
Training the human player
  • Examples
  • Tutorials
  • Personalized training missions in RTS
  • Board game
  • teaching programs
  • Sparring partners
  • (Tekken)

9
No more need?
  • Games are improved all the time
  • Standard AI becomes better and better
  • Games are played online
  • Scripting is available
  • However
  • Boring NPCs will always be available
  • Opponent modeling offers personalization.

10
Human Intentions
  • Idle
  • Recover
  • Snipe
  • Engage Static
  • Pullback
  • Engage Forward
  • Move up
  • Sneak
  • Ambush

11
Observations
  • 21.0 Idle Static, Stand Rifle
  • 21.2 Idle Static, Stand Rifle
  • 21.4 Sneak Static, Crouch, Rifle, Threat,
    TLooksAwayP
  • 21.6 EngageForward ForwardFast, Rifle, Aim

12
Adapting chances
  • Naive Bayes
  • Training
  • Classification

13
Player Model
  • Remebering what player does.
  • Selected situations
  • Success of effect
  • NewValue aOldValue(1-a)Observed
  • Query player model

14
N-Gram Statistical Model
  • ABABABABB
  • 75 chance of A after a B
  • Bigram
  • TriGram
  • UniGram

15
N-Gram Statistical Model
  • Predict players behaviour
  • Choose best counter action
  • Combining different N-Grams

16
GoCap
  • Action Database
  • Set of conditions
  • Condition (currenthealth/maxHealth)
  • Training

17
GoCap
  • Bins
  • Count observations
  • Predicting

18
Reputation System
  • NPC behavior
  • Worldwide Reputation
  • Local Reputation
  • Forgetting

19
Reputation
  • Event Announcer
  • Intensity
  • Unknown Data
  • Conversation

20
Preference Model
  • Preference Function
  • V(s) 5players health -7number of
    enemies
  • Inititialize weights
  • Update weights
  • Comparing game states

21
Preference Model
  • PM-search
  • Alpha Beta Tree search

22
Probabilistic Model
  • Player classes
  • Offensive Defensive
  • Assign Chances
  • Easy to adapt
  • Robust
  • Alpha Beta Tree search

23
Conclusions
  • Many different means of opponent modeling are
    available
  • Opponent modeling is widely applicable to games

24
References
  • Articles published in AI Game Programming Wisdom
    (2002-2006), Charles River Media, Hingham, MA
  • Sterren (van der), W. (2006). Being a better
    buddy Interpreting the players Behavior, pp
    479-494.
  • Houlette Stottler, R. (2004). Player Modeling for
    Adaptive Games, pp 557-566.
  • Laramee, F. D. (2002). Using N-Gram Statistical
    Models to Predict Player Behavior, pp 596-601.
  • Alexander, T. (2004). GoCap Game Observation
    Capture, pp 579-585.
  • Alt, G., King, K. (2004). A Dynamic Reputation
    System Based on Event Knowledge, pp 427-435.
  • Other sources
  • Herik (van den), H.J., Donker H.H.L.M., Spronck
    P.H.M., Opponent Modelling and Commercial Games.
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