Abstract

My research is focused on using human navigation data ingames and simulation to learn motion models from trajectorydata. These motion models can be used to: 1) track the opponent’smovement during periods of network occlusion; 2)learn combat tactics by demonstration; 3) guide the planningprocess when the goal is to intercept the opponent. A trainingset of example motion trajectories is used to learn twotypes of parameterized models: 1) a second order dynamicalsteering model or 2) the reward vector for a Markov DecisionProcess. Candidate paths from the model serve as themotion model in a set of particle filters for predicting the opponent’slocation at different time horizons. Incorporating theproposed motion models into game bots allows them to customizestheir tactics for specific human players and functionas more capable teammates and adversaries.

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