strategy games
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2021 ◽  
Vol 11 (3-4) ◽  
pp. 1-29
Author(s):  
Andreas Hinterreiter ◽  
Christian Steinparz ◽  
Moritz SchÖfl ◽  
Holger Stitz ◽  
Marc Streit

In problem-solving, a path towards a solutions can be viewed as a sequence of decisions. The decisions, made by humans or computers, describe a trajectory through a high-dimensional representation space of the problem. By means of dimensionality reduction, these trajectories can be visualized in lower-dimensional space. Such embedded trajectories have previously been applied to a wide variety of data, but analysis has focused almost exclusively on the self-similarity of single trajectories. In contrast, we describe patterns emerging from drawing many trajectories—for different initial conditions, end states, and solution strategies—in the same embedding space. We argue that general statements about the problem-solving tasks and solving strategies can be made by interpreting these patterns. We explore and characterize such patterns in trajectories resulting from human and machine-made decisions in a variety of application domains: logic puzzles (Rubik’s cube), strategy games (chess), and optimization problems (neural network training). We also discuss the importance of suitably chosen representation spaces and similarity metrics for the embedding.


2021 ◽  
pp. 1-15
Author(s):  
Adam Dachowicz ◽  
Kshitij Mall ◽  
Prajwal Balasubramani ◽  
Apoorv Maheshwari ◽  
Jitesh H. Panchal ◽  
...  

Abstract In this paper, we adapt computational design approaches, widely used by the engineering design community, to address the unique challenges associated with mission design using RTS games. Specifically, we present a modeling approach that combines experimental design techniques, meta-modeling using convolutional neural networks (CNNs), uncertainty quantification, and explainable AI (XAI). We illustrate the approach using an open-source real-time strategy (RTS) game called microRTS. The modeling approach consists of microRTS player agents (bots), design of experiments that arranges games between identical agents with asymmetric initial conditions, and an AI infused layer comprising CNNs, XAI, and uncertainty analysis through Monte Carlo Dropout Network analysis that allows analysis of game balance. A sample balanced game and corresponding predictions and SHapley Additive exPlanations (SHAP) are presented in this study. Three additional perturbations were introduced to this balanced gameplay and the observations about important features of the game using SHAP are presented. Our results show that this analysis can successfully predict probability of win for self-play microRTS games, as well as capture uncertainty in predictions that can be used to guide additional data collection to improve the model, or refine the game balance measure.


2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Teo Peihan Janine

With 263 million children and youth out of school, there is a need for a highly scalable way to provide quality education to the underprivileged. Solve Education!(SE!)’s solution is combining an addictive game with the “Learning-by-Doing” Principle. Leveraging artificial intelligence and big data analysis, SE! explores the possibility of combining multi-user online strategy games with casual puzzle games to increase user retention rates, and in the process educating the users effectively over a longer period of time. Game mechanics are used to increase user retention by boosting motivation, while big data analysis allows SE! to understand the users’ in-game behavior and how they learn best. Artificial intelligence helps to deliver the right content to the user at the right time, optimizing the learning process, and enabling in-game adaption to the users’ learning needs 


2021 ◽  
pp. 80-85
Author(s):  
Paul Fleisher

2021 ◽  
pp. 2-9
Author(s):  
Paul Fleisher

2021 ◽  
Author(s):  
Shengyi Huang ◽  
Santiago Ontanon ◽  
Chris Bamford ◽  
Lukasz Grela

Author(s):  
Diego Perez-Liebana ◽  
Cristina Guerrero-Romero ◽  
Alexander Dockhorn ◽  
Linjie Xu ◽  
Jorge Hurtado ◽  
...  
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