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Trace-Based Multi- Cristeria Preselection Approach for Decision Making in Interactive Applications like Video Games

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The Digital Turn in Higher Education

Abstract

The decision-making in games is essential to make them more automated and smart. A decision algorithm performs its calculations on the set of all the possible solutions. This increases the computation time and may become a combinatorial explosion problem if we have a huge solution space. To overcome this problem, we present our work on relevant solutions preselection before making a decision. We propose a two-steps strategy: i) the first step analyses the system’s traces (users past executions) to identify all the potential solutions; ii) the second step aims to estimate the relevance, called utility, of each of these potential solutions. We get a set of alternative solutions that can be used as an input to any decision algorithm. We illustrate our approach on the Tamagotchi game.

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Ho, H.N., Rabah, M., Nowakowski, S., Estraillier, P. (2018). Trace-Based Multi- Cristeria Preselection Approach for Decision Making in Interactive Applications like Video Games. In: Kergel, D., Heidkamp, B., Telléus, P., Rachwal, T., Nowakowski, S. (eds) The Digital Turn in Higher Education. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-19925-8_15

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  • DOI: https://doi.org/10.1007/978-3-658-19925-8_15

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