2006
DOI: 10.1007/11872320_39
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Reinforcement Learning of Intelligent Characters in Fighting Action Games

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Cited by 2 publications
(5 citation statements)
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“…A classic approach, which we found in many articles, was the use of a combination of reinforcement learning and neural networks [1,5,3]. The techniques, applied in these articles, work well for very simple games but need long training phases and are, therefore, not appropriate for real-time games.…”
Section: Related Workmentioning
confidence: 99%
“…A classic approach, which we found in many articles, was the use of a combination of reinforcement learning and neural networks [1,5,3]. The techniques, applied in these articles, work well for very simple games but need long training phases and are, therefore, not appropriate for real-time games.…”
Section: Related Workmentioning
confidence: 99%
“…One characteristic of board games is that you must be aware of the overall situation of the pieces on the board and determine their movement. Recently, there have been studies to apply neural networks to fighting action games [7,8,9]. These studies used the action and step of the opponent character and the distance between characters as the input for neural networks, and the difference of scores resulting from the actions of two characters as the reinforcement value so as to make the intelligent characters learn whether or not their current action is appropriate.…”
Section: Neural Networkmentioning
confidence: 99%
“…These studies used the action and step of the opponent character and the distance between characters as the input for neural networks, and the difference of scores resulting from the actions of two characters as the reinforcement value so as to make the intelligent characters learn whether or not their current action is appropriate. [7,8,9] expressed the neural network to represent intelligent characters as Figure 1. In Figure 1, input is the information related to the opponent character, and PA(t) indicates the action of the opponent character at time "t", while T indicates the progress level of a particular action, and D indicates the distance between the intelligent character and the opponent character.…”
Section: Neural Networkmentioning
confidence: 99%
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