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Inferring Strategies from Limited Reconnaissance in Real-time Strategy Games

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arxiv 1210.4880 v1 pith:L6HWVRNR submitted 2012-10-16 cs.AI cs.GTcs.LG

Inferring Strategies from Limited Reconnaissance in Real-time Strategy Games

classification cs.AI cs.GTcs.LG
keywords scoutingmodelstrategiesstrategyenemygamegamesinfer
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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In typical real-time strategy (RTS) games, enemy units are visible only when they are within sight range of a friendly unit. Knowledge of an opponent's disposition is limited to what can be observed through scouting. Information is costly, since units dedicated to scouting are unavailable for other purposes, and the enemy will resist scouting attempts. It is important to infer as much as possible about the opponent's current and future strategy from the available observations. We present a dynamic Bayes net model of strategies in the RTS game Starcraft that combines a generative model of how strategies relate to observable quantities with a principled framework for incorporating evidence gained via scouting. We demonstrate the model's ability to infer unobserved aspects of the game from realistic observations.

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