2008 International Conference on Computational Intelligence for Modelling Control &Amp; Automation 2008
DOI: 10.1109/cimca.2008.82
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Game Player Strategy Pattern Recognition and How UCT Algorithms Apply Pre-knowledge of Player's Strategy to Improve Opponent AI

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Cited by 24 publications
(8 citation statements)
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“…For example, Huang [106] used the concept of territory in Go to significantly increase the performance of the program LINGO against GNU GO 3.8. Domain knowledge related to predicting opponents' strategies was used by Suoju et al for move pruning in the game Dead End for a 51.17% improvement over plain UCT [99].…”
Section: Pruning With Domain Knowledgementioning
confidence: 99%
“…For example, Huang [106] used the concept of territory in Go to significantly increase the performance of the program LINGO against GNU GO 3.8. Domain knowledge related to predicting opponents' strategies was used by Suoju et al for move pruning in the game Dead End for a 51.17% improvement over plain UCT [99].…”
Section: Pruning With Domain Knowledgementioning
confidence: 99%
“…Find the value of time-limit of simulation (21.0149ms in this case) which has a win-rate of 50% from the above regression function (because the Pac-Man Game, which has 50% win-rate, is more likely to be an even game). Reapply time-limit of simulation (21.0149ms in this case) to DTS-controlled NPCs (Pac-Man) to PK the Strategy-B [9] player. The resulted win-rate for opponent game AI is 52%, which is close to what we expected of 50%.…”
Section: Implementation Of Dda By "Time-constrained-dts" In the Pac-mmentioning
confidence: 99%
“…Several heuristic-based pruning mechanisms is compared in this section. The idea is inspired by the work in [23], [24], [25] where the authors utilized domain knowledge for pruning. We present the descriptions of the heuristics based on Algorithm 8 in Table IV.…”
Section: B Heuristic Based Tree Pruningmentioning
confidence: 99%