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Dependencies on player formation in event-driven hybrid learning classifier systems for soccer video games

Published: 12 July 2008 Publication History

Abstract

In this paper, we discuss dependencies on player formation when using a classifier system in a decision algorithm for agents in a soccer game. Our aim is to respond to the changing environment of video gaming that has resulted from the growth of the Internet, and to provide bug-free programs in a short time. We have already proposed a bucket brigade algorithm and a procedure for choosing what to learn depending on the frequency of events with the aim of facilitating real-time learning while a game is in progress. We have also proposed a hybrid system configuration that combines existing algorithm strategies with a classifier system, and we have reported on the effectiveness of this hybrid system. In this paper, we pit players in several different formations against each other and show that the proposed system is able to learn regardless of the differences in formation. We also show that by performing simulations ahead of time, it is possible to investigate formations that will be effective against an opponent's formation. Finally, by investigating changes in frequency and success rates for each type of play due to changes in formation, we show that it is possible to acquire a team strategy for the current formation through learning.

Reference

[1]
Sato, Y., Akatsuka, Y., and Nishizono, T. Reward Allotment in an Event-driven Hybrid Learning Classifier System for Online Soccer Games. In Proceedings of the 2006 Genetic and Evolutionary Computation Conference, ACM Press, Seattle, 2006, pp. 1753--1760.

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  1. Dependencies on player formation in event-driven hybrid learning classifier systems for soccer video games

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      cover image ACM Conferences
      GECCO '08: Proceedings of the 10th annual conference on Genetic and evolutionary computation
      July 2008
      1814 pages
      ISBN:9781605581309
      DOI:10.1145/1389095
      • Conference Chair:
      • Conor Ryan,
      • Editor:
      • Maarten Keijzer
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 12 July 2008

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      Author Tags

      1. event-driven
      2. learning classifier systems
      3. real-time learning
      4. soccer game
      5. video-game

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