Bayesian Models for Keyhole Plan Recognition in an Adventure Game
User Modeling and User-Adapted Interaction
A Taxonomy of Recommender Agents on theInternet
Artificial Intelligence Review
User profiling with Case-Based Reasoning and Bayesian Networks
International Joint Conference, 7th Ibero-American Conference, 15th Brazilian Symposium on AI, IBERAMIA-SBIA 2000, Open Discussion Track Proceedings on AI
Case-Based Planning and Execution for Real-Time Strategy Games
ICCBR '07 Proceedings of the 7th international conference on Case-Based Reasoning: Case-Based Reasoning Research and Development
A middleware for context-aware agents in ubiquitous computing environments
Proceedings of the ACM/IFIP/USENIX 2003 International Conference on Middleware
Learning to win: case-based plan selection in a real-time strategy game
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
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This paper illustrates our idea of learning and building player behavioral models in real time strategy (RTS) games from replay data by adopting a Case-Based Reasoning (CBR) approach. The proposed method analyzes and cleans the data in RTS games and converts the learned knowledge into a probabilistic model, i.e., a Dynamic Bayesian Network (DBN), for representation and predication of player behaviors. Each DBN is constructed as a case to represent a prototypical player's behavior in the game, thus if more cases are constructed the simulation of different types of players in a multi-players game is made possible. Sixty sets of replay data of a prototypical player is chosen to test our idea, fifty cases for learning and ten cases for testing, and the experimental result is very promising.