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(i.e., 1 if virtual player wins and 2 otherwise). Fitness function was then defined
as fitness ( x )= 10000 ( A−B )
C∗D ; higher the fitness value, better the strategy. This
fitness was coded to evolve towards aggressive solutions.
4 Experimental Analysis
The experiments were performed using two algorithms: our initial expert system
(RBP), and the algorithm PMEA (i.e., player modeling + EA) presented in
Algorithm 1. As to the PMEA, the EA uses popsize = 50, p X = . 7, p M = . 01,
and MaxGenerations = 125; mutation is executed as usual at the gene level
by changing an action to any other action randomly chosen. Three different
scenarios where created for experimentation: (1) A map with size 50
×
50 grids,
48 agents in VP army, and 32 soldiers in the human player (HP) team; (2) a
map 54
28,
with 48 VP soldiers, and 53 HP units. Algorithm 1 was executed for a value of
= 20 (i.e., 20 different games were sequentially played), and the RBP was also
executed 20 times; Table 1 shows the results obtained.
×
46, with 43 VP soldiers, and 43 HP units; and (3) a map 50
×
Table 1. Results: VP win = number of virtual player's victories, HP win =numberof
human player's victories, HP death = average number of deaths in the HP army, VP death
= average number of deaths in the VP army, mov = average number of movements,
and time = average time (minutes) dedicated per game
VP win HP win HP death VP death mov time
map 50 × 50
RBP
4
16
6
7
5345 3.56
PMEA
6
14
7
7
4866 3.20
map 54 × 46
RBP
9
11
4
3
7185 4.79
PMEA
7
13
6
7
5685 3.80
map 50 × 28
RBP
3
17
3
2
6946 4.63
PMEA
6
14
7
6
6056 3.78
Even though in two of the three scenarios PMEA behaves better than RBP,
note that no significant differences are shown; this is however an expected re-
sult as we have considered just one player what means that the player models
obtained in-between two games are likely similar and thus their corresponding
virtual players also are. In any case, this demonstrates that our approach is
feasible as it produces virtual players comparable - and sometimes better - to
specific and specialized pre-programmed scripts.
5 Conclusions
We have described an algorithm to design automatically strategies exhibiting
emergent behaviors that adapt to the user skills in a one-player war real time
 
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