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Predicting opponent locations in first-person shooter video games

  • Author / Creator
    Hladky, Stephen Michael
  • Commercial video game developers constantly strive to create intelligent humanoid characters that are controlled by computers. To ensure computer opponents are challenging to human players, these characters are often allowed to cheat. Although they appear skillful at playing video games, cheating characters may not behave in a human-like manner and can contribute to a lack of player enjoyment if caught. This work investigates the problem of predicting opponent positions in the video game Counter-Strike: Source without cheating. Prediction models are machine-learned from records of past matches and are informed only by game information available to a human player. Results show that the best models estimate opponent positions with similar or better accuracy than human experts. Moreover, the mistakes these models make are closer to human predictions than actual opponent locations perturbed by a corresponding amount of Gaussian noise.

  • Subjects / Keywords
  • Graduation date
    2009-11
  • Type of Item
    Thesis
  • Degree
    Master of Science
  • DOI
    https://doi.org/10.7939/R3F99D
  • License
    This thesis is made available by the University of Alberta Libraries with permission of the copyright owner solely for non-commercial purposes. This thesis, or any portion thereof, may not otherwise be copied or reproduced without the written consent of the copyright owner, except to the extent permitted by Canadian copyright law.
  • Language
    English
  • Institution
    University of Alberta
  • Degree level
    Master's
  • Department
    • Department of Computing Science
  • Supervisor / co-supervisor and their department(s)
    • Bulitko, Vadim (Computing Science)
  • Examining committee members and their departments
    • Bowling, Michael (Computing Science)
    • Spetch, Marcia (Psychology)