Commercial video game developers constantly strive to create intelligent humanoid characters that are controlled by computers. To ensure computer opponents are challenging to human players, these characters are often allowed to cheat. Although they appear skillful at playing video games, cheating characters may not behave in a human-like manner and can contribute to a lack of player enjoyment if caught. This work investigates the problem of predicting opponent positions in the video game Counter-Strike: Source without cheating. Prediction models are machine-learned from records of past matches and are informed only by game information available to a human player. Results show that the best models estimate opponent positions with similar or better accuracy than human experts. Moreover, the mistakes these models make are closer to human predictions than actual opponent locations perturbed by a corresponding amount of Gaussian noise.
Identifer | oai:union.ndltd.org:LACETR/oai:collectionscanada.gc.ca:AEU.10048/600 |
Date | 11 1900 |
Creators | Hladky, Stephen Michael |
Contributors | Bulitko, Vadim (Computing Science), Bowling, Michael (Computing Science), Spetch, Marcia (Psychology) |
Source Sets | Library and Archives Canada ETDs Repository / Centre d'archives des thèses électroniques de Bibliothèque et Archives Canada |
Language | English |
Detected Language | English |
Type | Thesis |
Format | 9286204 bytes, application/pdf |
Relation | Hladky, Stephen and Bulitko, Vadim (2008). http://www.csse.uwa.edu.au/cig08/acceptedPapers.html |
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