Case-Based Plan Recognition in Computer Games
In this paper we explore the use of case-based plan recognition to predict a player’s actions in a computer game. The game we work with is the classic Space Invaders game and we show that case-based plan recognition can produce good prediction accuracy in real-time, working with a fairly simple game...
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description | In this paper we explore the use of case-based plan recognition to predict a player’s actions in a computer game. The game we work with is the classic Space Invaders game and we show that case-based plan recognition can produce good prediction accuracy in real-time, working with a fairly simple game representation. Our evaluation suggests that a personalized plan library will produce better prediction accuracy but, for Space Invaders, good accuracy can be produced using a plan library derived from the game play of another player. |
doi_str_mv | 10.1007/3-540-45006-8_15 |
format | Book Chapter |
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Our evaluation suggests that a personalized plan library will produce better prediction accuracy but, for Space Invaders, good accuracy can be produced using a plan library derived from the game play of another player.</description><subject>Applied sciences</subject><subject>Artificial intelligence</subject><subject>Computer Game</subject><subject>Computer science; control theory; systems</subject><subject>Exact sciences and technology</subject><subject>Exogenous Event</subject><subject>Game Play</subject><subject>Good Prediction Accuracy</subject><subject>Learning and adaptive systems</subject><subject>User Modelling</subject><issn>0302-9743</issn><issn>1611-3349</issn><isbn>3540404333</isbn><isbn>9783540404330</isbn><isbn>9783540450061</isbn><isbn>3540450068</isbn><fulltext>true</fulltext><rsrctype>book_chapter</rsrctype><creationdate>2003</creationdate><recordtype>book_chapter</recordtype><recordid>eNotkM1PwzAMxcOnKGN3jr1wzHDipkmOUMFAmgRCcI7SNB2Fri1Nd-C_J9vwwZbs957kHyHXDBYMQN4iFRnQTADkVBkmjshcS4Vxud-xY5KwnDGKmOkTcrk_QIaIpyQBBE61zPCcJFoowXnG9QWZh_AFsZAzKXhCaGGDp_exVelra7v0zbt-3TVT03dp06VFvxm2kx_Tpd34cEXOatsGP_-fM_Lx-PBePNHVy_K5uFtRhwwnWnIl8wpQ5dxhxi3ktbIMwVYOvWUul5rXtXJaeECUZZ1rBlpaB5UqGbc4IzeH3MEGZ9t6tJ1rghnGZmPH30hC5CpjPOoWB12Ip27tR1P2_XcwDMwOoEETkZg9LLMDGA34Hzz2P1sfJuN3Due7abSt-7RD_DUYBMmklobHHCnwD_j_axs</recordid><startdate>2003</startdate><enddate>2003</enddate><creator>Fagan, Michael</creator><creator>Cunningham, Pádraig</creator><general>Springer Berlin / Heidelberg</general><general>Springer Berlin Heidelberg</general><general>Springer</general><scope>FFUUA</scope><scope>IQODW</scope></search><sort><creationdate>2003</creationdate><title>Case-Based Plan Recognition in Computer Games</title><author>Fagan, Michael ; Cunningham, Pádraig</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c313t-b2876d03862c342a06f8a130adc3ea1c6792ff8c95e0337bf691097ac0d8b12a3</frbrgroupid><rsrctype>book_chapters</rsrctype><prefilter>book_chapters</prefilter><language>eng</language><creationdate>2003</creationdate><topic>Applied sciences</topic><topic>Artificial intelligence</topic><topic>Computer Game</topic><topic>Computer science; control theory; systems</topic><topic>Exact sciences and technology</topic><topic>Exogenous Event</topic><topic>Game Play</topic><topic>Good Prediction Accuracy</topic><topic>Learning and adaptive systems</topic><topic>User Modelling</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Fagan, Michael</creatorcontrib><creatorcontrib>Cunningham, Pádraig</creatorcontrib><collection>ProQuest Ebook Central - Book Chapters - Demo use only</collection><collection>Pascal-Francis</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Fagan, Michael</au><au>Cunningham, Pádraig</au><au>Bridge, Derek</au><au>Ashley, Kevin D</au><au>Bridge, Derek G.</au><au>Ashley, Kevin D.</au><format>book</format><genre>bookitem</genre><ristype>CHAP</ristype><atitle>Case-Based Plan Recognition in Computer Games</atitle><btitle>Case-Based Reasoning Research and Development</btitle><seriestitle>Lecture Notes in Computer Science</seriestitle><date>2003</date><risdate>2003</risdate><volume>2689</volume><spage>161</spage><epage>170</epage><pages>161-170</pages><issn>0302-9743</issn><eissn>1611-3349</eissn><isbn>3540404333</isbn><isbn>9783540404330</isbn><eisbn>9783540450061</eisbn><eisbn>3540450068</eisbn><abstract>In this paper we explore the use of case-based plan recognition to predict a player’s actions in a computer game. 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language | eng |
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source | Springer Books |
subjects | Applied sciences Artificial intelligence Computer Game Computer science control theory systems Exact sciences and technology Exogenous Event Game Play Good Prediction Accuracy Learning and adaptive systems User Modelling |
title | Case-Based Plan Recognition in Computer Games |
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