Fuzzy Theory Based Single Belief State Generation for Partially Observable Real-Time Strategy Games

As the basic problem of the real-time strategy (RTS) games, AI planning has attracted wide attention of researchers, but it still remains as a huge challenge due to its large searching space and real-time nature. The situation may get worse when the planning in RTS games is implemented under a parti...

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Main Authors: Weilong Yang, Xu Xie, Yong Peng
Format: Article
Language:English
Published: IEEE 2019-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/8737962/
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spelling doaj-a7e4f0225272498d97b465d3bdb9a8832021-03-30T00:12:20ZengIEEEIEEE Access2169-35362019-01-017793207933010.1109/ACCESS.2019.29234198737962Fuzzy Theory Based Single Belief State Generation for Partially Observable Real-Time Strategy GamesWeilong Yang0https://orcid.org/0000-0001-7888-2304Xu Xie1Yong Peng2College of Systems Engineering, National University of Defense Technology, Changsha, ChinaCollege of Systems Engineering, National University of Defense Technology, Changsha, ChinaCollege of Systems Engineering, National University of Defense Technology, Changsha, ChinaAs the basic problem of the real-time strategy (RTS) games, AI planning has attracted wide attention of researchers, but it still remains as a huge challenge due to its large searching space and real-time nature. The situation may get worse when the planning in RTS games is implemented under a partially observable environment considering the existence of the fog-of-war. Given the recorded past positions of an agent, it would be helpful if the targets' next position can be predicted based on the recorded data since this will increase the certainty of the target. Therefore, this paper proposes a fuzzy theory-based single belief state generation method named FTH to do what based on multi-layer information sets extracted from the history position information. Besides, we incorporate the FTH generation method into adversarial hierarchical task network repairing (AHTNR) planning algorithm, which can be used for the prediction of the unit's position and task planning. Finally, we carry out an empirical study based on the μRTS game and validate its effectiveness by comparing its performance with that of other state-of-the-art algorithms.https://ieeexplore.ieee.org/document/8737962/Fuzzy theoryhistory informationpartially observable environmentbelief state generationreal-time strategy games
collection DOAJ
language English
format Article
sources DOAJ
author Weilong Yang
Xu Xie
Yong Peng
spellingShingle Weilong Yang
Xu Xie
Yong Peng
Fuzzy Theory Based Single Belief State Generation for Partially Observable Real-Time Strategy Games
IEEE Access
Fuzzy theory
history information
partially observable environment
belief state generation
real-time strategy games
author_facet Weilong Yang
Xu Xie
Yong Peng
author_sort Weilong Yang
title Fuzzy Theory Based Single Belief State Generation for Partially Observable Real-Time Strategy Games
title_short Fuzzy Theory Based Single Belief State Generation for Partially Observable Real-Time Strategy Games
title_full Fuzzy Theory Based Single Belief State Generation for Partially Observable Real-Time Strategy Games
title_fullStr Fuzzy Theory Based Single Belief State Generation for Partially Observable Real-Time Strategy Games
title_full_unstemmed Fuzzy Theory Based Single Belief State Generation for Partially Observable Real-Time Strategy Games
title_sort fuzzy theory based single belief state generation for partially observable real-time strategy games
publisher IEEE
series IEEE Access
issn 2169-3536
publishDate 2019-01-01
description As the basic problem of the real-time strategy (RTS) games, AI planning has attracted wide attention of researchers, but it still remains as a huge challenge due to its large searching space and real-time nature. The situation may get worse when the planning in RTS games is implemented under a partially observable environment considering the existence of the fog-of-war. Given the recorded past positions of an agent, it would be helpful if the targets' next position can be predicted based on the recorded data since this will increase the certainty of the target. Therefore, this paper proposes a fuzzy theory-based single belief state generation method named FTH to do what based on multi-layer information sets extracted from the history position information. Besides, we incorporate the FTH generation method into adversarial hierarchical task network repairing (AHTNR) planning algorithm, which can be used for the prediction of the unit's position and task planning. Finally, we carry out an empirical study based on the μRTS game and validate its effectiveness by comparing its performance with that of other state-of-the-art algorithms.
topic Fuzzy theory
history information
partially observable environment
belief state generation
real-time strategy games
url https://ieeexplore.ieee.org/document/8737962/
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AT xuxie fuzzytheorybasedsinglebeliefstategenerationforpartiallyobservablerealtimestrategygames
AT yongpeng fuzzytheorybasedsinglebeliefstategenerationforpartiallyobservablerealtimestrategygames
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