Repository logo
 
Publication

Adaptive Learning in Games: Defining Profiles of Competitor Players

dc.contributor.authorPinto, Tiago
dc.contributor.authorVale, Zita
dc.date.accessioned2015-05-05T16:08:50Z
dc.date.available2015-05-05T16:08:50Z
dc.date.issued2013
dc.description.abstractArtificial Intelligence has been applied to dynamic games for many years. The ultimate goal is creating responses in virtual entities that display human-like reasoning in the definition of their behaviors. However, virtual entities that can be mistaken for real persons are yet very far from being fully achieved. This paper presents an adaptive learning based methodology for the definition of players’ profiles, with the purpose of supporting decisions of virtual entities. The proposed methodology is based on reinforcement learning algorithms, which are responsible for choosing, along the time, with the gathering of experience, the most appropriate from a set of different learning approaches. These learning approaches have very distinct natures, from mathematical to artificial intelligence and data analysis methodologies, so that the methodology is prepared for very distinct situations. This way it is equipped with a variety of tools that individually can be useful for each encountered situation. The proposed methodology is tested firstly on two simpler computer versus human player games: the rock-paper-scissors game, and a penalty-shootout simulation. Finally, the methodology is applied to the definition of action profiles of electricity market players; players that compete in a dynamic game-wise environment, in which the main goal is the achievement of the highest possible profits in the market.por
dc.identifier.doi10.1007/978-3-319-00551-5_43
dc.identifier.urihttp://hdl.handle.net/10400.22/5932
dc.language.isoengpor
dc.peerreviewedyespor
dc.publisherSpringerpor
dc.relation.ispartofseriesAdvances in Intelligent Systems and Computing;Vol. 217
dc.relation.publisherversionhttp://link.springer.com/chapter/10.1007/978-3-319-00551-5_43por
dc.subjectArtificial Intelligencepor
dc.subjectAdaptive Learningpor
dc.subjectPlayer Profilespor
dc.titleAdaptive Learning in Games: Defining Profiles of Competitor Playerspor
dc.typebook part
dspace.entity.typePublication
oaire.citation.endPage359por
oaire.citation.startPage351por
oaire.citation.titleDistributed Computing and Artificial Intelligence - Advances in Intelligent Systems and Computingpor
oaire.citation.volume217por
person.familyNamePinto
person.familyNameVale
person.givenNameTiago
person.givenNameZita
person.identifierR-000-T7J
person.identifier632184
person.identifier.ciencia-id2414-9B03-C4BB
person.identifier.ciencia-id721B-B0EB-7141
person.identifier.orcid0000-0001-8248-080X
person.identifier.orcid0000-0002-4560-9544
person.identifier.ridT-2245-2018
person.identifier.ridA-5824-2012
person.identifier.scopus-author-id35219107600
person.identifier.scopus-author-id7004115775
rcaap.rightsclosedAccesspor
rcaap.typebookPartpor
relation.isAuthorOfPublication8d58ddc0-1023-47c0-a005-129d412ce98d
relation.isAuthorOfPublicationff1df02d-0c0f-4db1-bf7d-78863a99420b
relation.isAuthorOfPublication.latestForDiscoveryff1df02d-0c0f-4db1-bf7d-78863a99420b

Files

Original bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
CAPL_TPinto_2013_GECAD.pdf
Size:
602.85 KB
Format:
Adobe Portable Document Format
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.71 KB
Format:
Item-specific license agreed upon to submission
Description: