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http://dx.doi.org/10.5391/JKIIS.2004.14.4.383

An Implementation of Neural Networks Intelligent Characters for Fighting Action Games  

Cho, Byeong-Heon (국민대학교 전자정보통신공학부)
Jung, Sung-Hoon (한성대학교 정보공학)
Seong, Yeong-Rak (국민대학교 전자정보통신공학)
Oh, Ha-Ryoung (국민대학교 전자정보통신공학부)
Publication Information
Journal of the Korean Institute of Intelligent Systems / v.14, no.4, 2004 , pp. 383-389 More about this Journal
Abstract
This paper proposes a method to provide intelligence for characters in fighting action games by using a neural network. Each action takes several time units in general fighting action games. Thus the results of a character's action are not exposed immediately but some time units later. To design a suitable neural network for such characters, it is very important to decide when the neural network is taught and which values are used to teach the neural network. The fitness of a character's action is determined according to the scores. For learning, the decision causing the score is identified, and then the neural network is taught by using the score change, the previous input and output values which were applied when the decision was fixed. To evaluate the performance of the proposed algorithm, many experiments are executed on a simple action game (but very similar to the actual fighting action games) environment. The results show that the intelligent character trained by the proposed algorithm outperforms random characters by 3.6 times at most. Thus we can conclude that the intelligent character properly reacts against the action of the opponent. The proposed method can be applied to various games in which characters confront each other, e.g. massively multiple online games.
Keywords
게임;인공지능;신경망;강화 학습;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
연도 인용수 순위
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