147. A Brief History of Matchmaking in Heroes of the Storm
Alex Zook, Blizzard Entertainment
https://archives.nucl.ai/recording/a-brief-history-of-matchmaking-in-heroes-of-the-storm/
148. A Brief History of Matchmaking in Heroes of the Storm
Alex Zook, Blizzard Entertainment
https://archives.nucl.ai/recording/a-brief-history-of-matchmaking-in-heroes-of-the-storm/
149. A Brief History of Matchmaking in Heroes of the Storm
Alex Zook, Blizzard Entertainment
https://archives.nucl.ai/recording/a-brief-history-of-matchmaking-in-heroes-of-the-storm/
150. Tom Mathews Making "Big Data" Work for 'Halo': A Case Study
http://ai-wiki/wiki/images/d/d8/AI_Seminar_177th.pdf
151. Tom Mathews Making "Big Data" Work for 'Halo': A Case Study
http://ai-wiki/wiki/images/d/d8/AI_Seminar_177th.pdf
152. Gameplay Data Analysis: Asking the Right Questions
Ian Thomas (Epic Games) http://www.gdcvault.com/play/1015482/Gameplay-Data-Analysis-Asking-the
159. Neural Networks in Supreme Commander 2 (GDC 2012)
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015406/Off-the-Beaten-Path-Non
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non
ニューラルネットワークの応用
160. Neural Networks in Supreme Commander 2 (GDC 2012)
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015406/Off-the-Beaten-Path-Non
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non
ニューラルネットワークの応用
161. Neural Networks in Supreme Commander 2 (GDC 2012)
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015406/Off-the-Beaten-Path-Non
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non
ニューラルネットワークの応用
162. Neural Networks in Supreme Commander 2 (GDC 2012)
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015406/Off-the-Beaten-Path-Non
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non
ニューラルネットワークの応用
163. ニューラルネットワークの応用
Black & White (Lionhead,2000)
クリーチャーを育てていくゲーム。
クリーチャーは自律的に行動するが、
訓練によって学習させることができる。
http://www.youtube.com/watch?v=2t9ULyYGN-s
http://www.lionhead.com/games/black-white/
164. Belief – Desire – Intention モデル
Desire
(Perceptrons)
Opinions
(Decision Trees)
Beliefs
(Attribute List)
Intention
Overall Plan
(Goal, Main Object)
Attack enemy town
Specific Plan
(Goal, Object List)
Throw stone at house
Primitive Action
List
Walk towards stone,
Pick it up,
Walk towards house,
Aim at house,
Throw stone at house
Richard Evans, “Varieties of Learning”, 11.2, AI Programming Wisdom
165. Belief – Desire – Intention モデル
Desire
(Perceptrons)
Opinions
(Decision Trees)
Beliefs
(Attribute List)
Richard Evans, “Varieties of Learning”, 11.2, AI Programming Wisdom
Low Energy
Source =0.2
Weight =0.8
Value =
Source*Weight =
0.16
Tasty Food
Source =0.4
Weight =0.2
Value =
Source*Weight =
0.08
Unhappines
s
Source =0.7
Weight =0.2
Value =
Source*Weight =
0.14
∑
0.16+0.08+0.14
Threshold
(0~1の値に
変換)
hunger
Desire(お腹すいた度)欲求を決定する
対象を決定する
それぞれの対象の
固有の情報
他にも
いろいろな
欲求を計算
Hunger
Compassion
Attack(戦いたい)
Help
ニューラルネットワークの応用
Black & White (Lionhead,2000)
14:00-