AI Player Systems
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Creating Simple Data-Based AI Player Model
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Uses real players’ states so that the AI players mimic real players.
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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 Simple Data-Based Reactionary AI Player Model
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Same as above.
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The only difference is that you give counter attacks to players’ potential attacks.
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Best for mixing machine learning with game designers’ control.
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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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Uses real players’ environment data so that the AI players mimic real players.
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Minimal implementation takes a minimum of 30 minutes using DataPredict™.
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Creating Deep Data-Based Reactionary AI Player Model
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Same as above.
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The only difference is that you give counter attacks to players’ potential attacks.
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Minimal implementation takes a minimum of 30 minutes using DataPredict™.
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Creating Simple Reward-Maximization-Based AI Player Model
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Uses real players’ states so that the AI players mimic real players.
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May outcompete real players.
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Minimal implementation takes a minimum of 1 hour using DataPredict™, especially if custom actions are associated with the model’s output.
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Creating Simple Reward-Maximization-Based Reactionary AI Player Model
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Same as above.
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The only difference is that you give counter attacks to players’ potential attacks.
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Minimal implementation takes a minimum of 1 hour using DataPredict™, especially if custom actions are associated with the model’s output.
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Creating Deep Reward-Maximization-Based AI Player Model
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Allows the creation of AI players that maximizes positive rewards.
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May outcompete real players.
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May exploit bugs and glitches.
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Creating Deep Reward-Maximization-Based Reactionary AI Player Model
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Same as reward-maximization-based AI players.
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The only difference is that you give counter attacks to players’ potential attacks.
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Best for mixing reinforcement learning with game designers’ control.
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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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