DocumentCode
3740977
Title
Predicting the opponent´s action using the k-nearest neighbor algorithm and a substring tree structure
Author
Yuto Nakagawa;Kaito Yamamoto;Chu Chun Yin;Tomohiro Harada;Ruck Thawonmas
Author_Institution
Intelligent Computer Entertainment Laboratory, Graduate School of information Science and Engineering, Ritsumeikan University, Shiga, Japan
fYear
2015
Firstpage
533
Lastpage
534
Abstract
This paper proposes a technique for predicting the opponent´s next action accurately by combining the k-nearest neighbor algorithm and a substring tree structure. Furthermore, our AI, employing the proposed technique, is enhanced by the implementation of Boltzmann equation control. The proposed method and the enhanced AI are evaluated on a fighting game AI competition platform, and their results attest to their effectiveness.
Keywords
"Prediction algorithms","Games","Artificial intelligence","Boltzmann equation","Conferences","Consumer electronics"
Publisher
ieee
Conference_Titel
Consumer Electronics (GCCE), 2015 IEEE 4th Global Conference on
Type
conf
DOI
10.1109/GCCE.2015.7398673
Filename
7398673
Link To Document