DESEM: Depthwise Separable Convolution-Based Multimodal Deep Learning for In-Game Action Anticipation
In real-time strategy (RTS) games, to defeat their opponents, players need to choose and implement the correct sequential actions. Because RTS games like StarCraft II are real-time, players have a very limited time to choose how to develop their strategy. In addition, players can only partially obse...
Main Authors: | , , , , , , , |
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Format: | Article |
Language: | English |
Published: |
Institute of Electrical and Electronics Engineers Inc.
2023
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Subjects: | |
Online Access: | View Fulltext in Publisher View in Scopus |
LEADER | 02774nam a2200385Ia 4500 | ||
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001 | 10.1109-ACCESS.2023.3271282 | ||
008 | 230529s2023 CNT 000 0 und d | ||
020 | |a 21693536 (ISSN) | ||
245 | 1 | 0 | |a DESEM: Depthwise Separable Convolution-Based Multimodal Deep Learning for In-Game Action Anticipation |
260 | 0 | |b Institute of Electrical and Electronics Engineers Inc. |c 2023 | |
300 | |a 1 | ||
856 | |z View Fulltext in Publisher |u https://doi.org/10.1109/ACCESS.2023.3271282 | ||
856 | |z View in Scopus |u https://www.scopus.com/inward/record.uri?eid=2-s2.0-85159707862&doi=10.1109%2fACCESS.2023.3271282&partnerID=40&md5=c426add37de8b858196481e58dbd8762 | ||
520 | 3 | |a In real-time strategy (RTS) games, to defeat their opponents, players need to choose and implement the correct sequential actions. Because RTS games like StarCraft II are real-time, players have a very limited time to choose how to develop their strategy. In addition, players can only partially observe the parts of the map that they have explored. Therefore, unlike Chess or Go, players do not know what their opponents are doing. For these reasons, applying generally used artificial intelligence models to forecast sequential actions in RTS games is a challenge. To address this, we propose depthwise separable convolution-based multimodal deep learning (DESEM) for forecasting sequential actions in the game StarCraft II. DESEM performs multimodal learning using high-dimensional frames and action labels simultaneously as inputs. We use a depthwise separable convolution as the backbone network for extracting features from high-dimensional frames. In addition, we propose a weighted loss function to resolve class imbalances. We use 1,978 StarCraft II replays where the Terrans win in a Terran vs. Protoss game. The experimental results show that the proposed depthwise separable convolution is superior to the conventional convolution. Furthermore, we demonstrate that multimodal learning and the weighted loss function contribute significantly to improving forecasting performance. Author | |
650 | 0 | 4 | |a action anticipation |
650 | 0 | 4 | |a Artificial intelligence |
650 | 0 | 4 | |a Convolutional neural networks |
650 | 0 | 4 | |a Deep learning |
650 | 0 | 4 | |a depthwise separable convolution |
650 | 0 | 4 | |a Feature extraction |
650 | 0 | 4 | |a Forecasting |
650 | 0 | 4 | |a game artificial intelligence |
650 | 0 | 4 | |a Games |
650 | 0 | 4 | |a multimodal deep learning |
650 | 0 | 4 | |a Videos |
650 | 0 | 4 | |a weighted loss function |
700 | 1 | 0 | |a Bae, J. |e author |
700 | 1 | 0 | |a Baek, I. |e author |
700 | 1 | 0 | |a Jeong, J. |e author |
700 | 1 | 0 | |a Kim, C. |e author |
700 | 1 | 0 | |a Kim, S.B. |e author |
700 | 1 | 0 | |a Lee, Y.J. |e author |
700 | 1 | 0 | |a Park, K. |e author |
700 | 1 | 0 | |a Shim, S.H. |e author |
773 | |t IEEE Access |