Current Issue : July-September Volume : 2023 Issue Number : 3 Articles : 5 Articles
Research on the application of artificial intelligence (AI) in games has recently gained momentum. Most commercial games still use AI based on a finite state machine (FSM) due to complexity and cost considerations. However, FSM-based AI decreases user satisfaction given that it performs the same patterns of consecutive actions in the same situations. This necessitates a new AI approach that applies domain-specific expertise to existing reinforcement learning algorithms. We propose a behavioral-cloning-based advantage actor-critic (A2C) that improves learning performance by applying a behavioral cloning algorithm to an A2C algorithm in basketball games. The state normalization, reward function, and episode classification approaches are used with the behavioral- cloning-based A2C. The results of the comparative experiments with the traditional A2C algorithms validated the proposed method. Our proposed method using existing approaches solved the difficulty of learning in basketball games....
In human-computer gaming scenarios, the autonomous decision-making problem of an unmanned combat air vehicle (UCAV) is a complex sequential decision-making problem involving multiple decision-makers. In this paper, an autonomous maneuver decision-making method for UCAV that considers the partially observable states of Human (the adversary) is proposed, building on a game-theoretic approach. The maneuver decision-making process within the current time horizon is modeled as a game of Human and UCAV, which significantly reduces the computational complexity of the entire decision-making process. In each established game decision-making model, an improved maneuver library that contains all possible maneuvers (called the continuous maneuver library) is designed, and each of these maneuvers corresponds to a mixed strategy of the established game. In addition, the unobservable states of Human are predicted via the Nash equilibrium strategy of the previous decision-making stage. Finally, the effectiveness of the proposed method is verified by some adversarial experiments....
Mobile games continue to gain popularity, and their revenues are increasing accordingly. However, due to the inherent constraints of small screen sizes and restrictions of computing, it has been considered challenging to simulate the complex gameplay of soccer games. To this end, this paper aims to design and develop a simplified version of a five vs. five hyper-casual futsal game with only three player positions: goalkeeper, striker, and defender. It also tests a demo game to verify whether it is possible to implement an AI agent−player for each position to machine-learn and to run on a mobile device. A demo game with an AI agent−player was simulated using both PPO and SAC algorithms, and the feasibility and stability of the algorithms were compared. The results showed that each AI agent−player achieved the assigned objectives for each position and successfully machine-learned. When the algorithms were compared, the SAC algorithm showed a more stable state than the PPO algorithm when SAC directed the gameplay and interactive AI techniques. This paper shows the great potential of the application of machine-learned AI agent−players for soccer simulators on mobile platforms....
With the emergence and development of communication technology and new computing paradigm named mobile edge computing (MEC), fast response and ultralow latency are given higher requirements. Nevertheless, due to the low penetration and coverage of the MEC network, it is difficult to guarantee the large-scale connection needs of all user groups in industry 4.0. In addition, user mobility is closely related to the network connection between edge nodes (ENs) and mobile devices (MDs) in industry 4.0, the frequent mobility of MDs makes the computation offloading process not smooth and the channel unstable, which can reduce the network performance. Hence, this paper constructs an edge network environment for MEC-based industrial internet of things (IIoT), considering the combined benefits of energy consumption, time delay, and computing resource cost to tackle the aforementioned problem by maximizing the utility of the entire system. In order to solve this problem, this paper proposes a mobility-aware offloading and resource allocation scheme (MAORAS). This scheme first employs the Lagrange multiplier method to solve the problem of computing resource allocation; then, a noncooperative game between MDs is established and the existence of Nash equilibrium (NE) has been proven. Simulation results demonstrate that the practical performance of the MAORAS optimization scheme could improve the system utility significantly....
The online game industry has increased time by time. Because of that, many addiction cases emerge in humans. In addition, some factors could make people addicted and mitigate or prevent the addiction. However, this addiction has already created some problems, such as skipping school (mild cases) to murder cases (huge cases). A gating system is a system that could prevent players from experiencing some content in the game after a specific limit has been reached. This study is aimed at identifying which gating systems in online games could make players more addicted and which systems are the most appropriate to mitigate or prevent addiction to online games. The study is done with a survey from online game communities with 458 samples in Indonesia. The result of the study shows that resource is the factor that affects addiction, and the stamina gating system is the one that affects resource as mitigation of addiction. This research shows that the stamina gating system will affect how players manage their resources in real life so that they will not be addicted to the game....
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