AI Player Systems
Generally, the models can be split into two categories:
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Simple: Uses discrete states (like run, fight and idle).
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Deep: Uses continuous states (like health, distance and damage).
Data-To-Action Players (Imitation / Behavior Cloning)
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Creating Simple Data-Based AI Player Model
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Matches with real players’ general performance.
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Minimal implementation takes a minimum of 30 minutes using DataPredict™.
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Creating Deep Data-Based AI Player Model
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Matches with real players’ general performance.
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Uses real players’ environment data so that the AI players mimic real players.
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Data-To-Action-To-Reaction Players (Manual Counter)
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Creating Simple Data-Based Reactionary AI Player Model
- Minimal implementation takes a minimum of 30 minutes using DataPredict™.
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Creating Deep Data-Based Reactionary AI Player Model
Data-To-Action Optimization Players (Goal-Based Optimization)
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Creating Simple Reward-Maximization-Based AI Player Model
- May outcompete real players.
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Creating Deep Reward-Maximization-Based AI Player Model
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May outcompete real players.
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May exploit bugs and glitches.
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Data-To-Action-To-Reaction Optimization Players (Counter Optimization)
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Creating Simple Reward-Maximization-Based Reactionary AI Player Model
- Breaks mathematical theoretical guarantees due to interference from game designers’ control instead of model’s own actions. Therefore, it is risky to use.
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Creating Deep Reward-Maximization-Based Reactionary AI Player Model
- Breaks mathematical theoretical guarantees due to interference from game designers’ control instead of model’s own actions. Therefore, it is risky to use.