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Machine Learning for Adaptive Computer Game Opponents

This thesis investigates the use of machine learning techniques in computer games to create a computer player that adapts to its opponent's game-play. This includes first confirming that machine learning algorithms can be integrated into a modern computer game without have a detrimental effect on game performance, then experimenting with different machine learning techniques to maximize the computer player's performance. Experiments use three machine learning techniques; static prediction models, continuous learning, and reinforcement learning. Static models show the highest initial performance but are not able to beat a simple opponent. Continuous learning is able to improve the performance achieved with static models but the rate of improvement drops over time and the computer player is still unable to beat the opponent. Reinforcement learning methods have the highest rate of improvement but the lowest initial performance. This limits the effectiveness of reinforcement learning because a large number of episodes are required before performance becomes sufficient to match the opponent.

Identiferoai:union.ndltd.org:ADTP/242626
Date January 2009
CreatorsMiles, Jonathan David
PublisherThe University of Waikato
Source SetsAustraliasian Digital Theses Program
LanguageEnglish
Detected LanguageEnglish
Rightshttp://www.waikato.ac.nz/copyright.shtml

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