Identification of Play Styles in Universal Fighting Engine
Kaori Yuda, Shota Kamei, Riku Tanji, Ryoya Ito, Ippo Wakana, Maxim, Mozgovoy

TL;DR
This paper presents an automated method to compare and evaluate the diversity and human-likeness of play styles in fighting game AI and human players, enhancing the development of believable and varied AI characters.
Contribution
It introduces a novel automated procedure for assessing play style diversity and human-likeness in fighting game AI and human players.
Findings
Effective comparison of AI and human play styles
Quantitative assessment of diversity and human-likeness
Supports development of more believable AI characters
Abstract
AI-controlled characters in fighting games are expected to possess reasonably high skills and behave in a believable, human-like manner, exhibiting a diversity of play styles and strategies. Thus, the development of fighting game AI requires the ability to evaluate these properties. For instance, it should be possible to ensure that the characters created are believable and diverse. In this paper, we show how an automated procedure can be used to compare play styles of individual AI- and human-controlled characters, and to assess human-likeness and diversity of game participants.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsArtificial Intelligence in Games · Human Motion and Animation · Human Pose and Action Recognition
