Title :
Adapting to human game play
Author :
Avery, Phillipa ; Michalewicz, Zbigniew
Author_Institution :
Dept. of Comput. Sci., Univ. of Adelaide, Adelaide, SA
Abstract :
No matter how good a computer player is, given enough time human players may learn to adapt to the strategy used, and routinely defeat the computer player. A challenging task is to mimic this human ability to adapt, and create a computer player that can adapt to its opposition´s strategy. By having an adaptive strategy for a computer player, the challenge it provides is ongoing. Additionally, a computer player that adapts specifically to an individual human provides a more personal and tailored game play experience. To address this need we have investigated the creation of such a computer player. By creating a computer player that changes its strategy with influence from the human strategy, we have shown that the holy grail of gaming - an individually tailored gaming experience, is indeed possible. We designed the computer player for the game of TEMPO, a zero sum military planning game. The player was created through a process that reverse engineers the human strategy and uses it to coevolve the computer player.
Keywords :
computer aided instruction; computer games; military computing; reverse engineering; teaching; adaptive human strategy; coevolutionary TEMPO game; computer player; game-based teaching; human game player; reverse engineer; zero sum military planning game; Computer science; Decision trees; Fuzzy neural networks; Fuzzy sets; Humans; Industrial training; Information technology; Military computing; Neural networks; Reverse engineering;
Conference_Titel :
Computational Intelligence and Games, 2008. CIG '08. IEEE Symposium On
Conference_Location :
Perth, WA
Print_ISBN :
978-1-4244-2973-8
Electronic_ISBN :
978-1-4244-2974-5
DOI :
10.1109/CIG.2008.5035615