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dc.contributor.advisorLangseth, Helgenb_NO
dc.contributor.advisorKofod-Petersen, Andersnb_NO
dc.contributor.advisorHaddow, Paulinenb_NO
dc.contributor.authorEriksson, Jannb_NO
dc.contributor.authorTornes, Dag Øyvindnb_NO
dc.date.accessioned2014-12-19T13:39:02Z
dc.date.available2014-12-19T13:39:02Z
dc.date.created2012-11-08nb_NO
dc.date.issued2012nb_NO
dc.identifier566213nb_NO
dc.identifierntnudaim:7533nb_NO
dc.identifier.urihttp://hdl.handle.net/11250/252971
dc.description.abstractIn this master thesis we describe our work in creating a planner for the real-time strategy game Starcraft using case-based reasoning. Our work has been focused on the challenges in creating a usable casebase, and the resulting issues arising from scaling up the casebase.First, we present an agent designed to play Starcraft using plans from our CBR planner, and its architecture. We then move on to describe how this planner works, and how it overcomes the challenges in scaling up.We then present several experiments designed to measure how well our approach works given the limitations we have set. Finally, we discuss our results, and provide some interesting unsolved challenges which may benefit from further investigation.nb_NO
dc.languageengnb_NO
dc.publisherInstitutt for datateknikk og informasjonsvitenskapnb_NO
dc.subjectntnudaim:7533no_NO
dc.subjectMTDT datateknikkno_NO
dc.subjectSpillteknologino_NO
dc.titleLearning to play Starcraft with Case-based Reasoning: Investigating issues in large-scale case-based planningnb_NO
dc.typeMaster thesisnb_NO
dc.source.pagenumber100nb_NO
dc.contributor.departmentNorges teknisk-naturvitenskapelige universitet, Fakultet for informasjonsteknologi, matematikk og elektroteknikk, Institutt for datateknikk og informasjonsvitenskapnb_NO


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