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Towards more human-like computer opponents

AAAI 2000 Spring Symposia

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Towards more human-like computer opponents

AAAI 2000 Spring Symposia

AAAI 2000 Spring Symposia

Michael Freed, Travis Bear, Herrick Goldman, Geoffrey Hyatt, Paul Reber and Josh Tauber

Current-generation online games typically incorporate a “computer” opponent to train new players to compete against human opponents. The quality of this training depends to a large degree on how similar the computer’s play is to that of an experienced human player. An informal survey of experienced Starcraft players reveals numerous play-critical differences between human and computer performance. In this paper (click here to read), we identify several of these differences, and then discuss a prototyping tool for constructing appropriately humanlike software agents.