Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game

With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as...

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Main Authors: Shahenda Sarhan, Mohamed Abu ElSoud, Hebatullah Rashed
Format: Article
Language:English
Published: Wiley 2016-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2016/7090757
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author Shahenda Sarhan
Mohamed Abu ElSoud
Hebatullah Rashed
author_facet Shahenda Sarhan
Mohamed Abu ElSoud
Hebatullah Rashed
author_sort Shahenda Sarhan
collection DOAJ
description With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI). The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS) games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.
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institution Kabale University
issn 1687-7047
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publishDate 2016-01-01
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series International Journal of Computer Games Technology
spelling doaj-art-39f1185d48ed464483529d4fe632feb72025-02-03T05:47:45ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552016-01-01201610.1155/2016/70907577090757Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board GameShahenda Sarhan0Mohamed Abu ElSoud1Hebatullah Rashed2Computer Science Department, Faculty of Computers and Information, Mansoura University, Mansoura 35516, EgyptComputer Science Department, Faculty of Computers and Information, Mansoura University, Mansoura 35516, EgyptComputer Science Department, Faculty of Computers and Information, Mansoura University, Mansoura 35516, EgyptWith the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI). The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS) games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.http://dx.doi.org/10.1155/2016/7090757
spellingShingle Shahenda Sarhan
Mohamed Abu ElSoud
Hebatullah Rashed
Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game
International Journal of Computer Games Technology
title Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game
title_full Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game
title_fullStr Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game
title_full_unstemmed Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game
title_short Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game
title_sort enhancing video games policy based on least squares continuous action policy iteration case study on starcraft brood war and glest rts games and the 8 queens board game
url http://dx.doi.org/10.1155/2016/7090757
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AT mohamedabuelsoud enhancingvideogamespolicybasedonleastsquarescontinuousactionpolicyiterationcasestudyonstarcraftbroodwarandglestrtsgamesandthe8queensboardgame
AT hebatullahrashed enhancingvideogamespolicybasedonleastsquarescontinuousactionpolicyiterationcasestudyonstarcraftbroodwarandglestrtsgamesandthe8queensboardgame