English

Ensemble Framework for Real-time Decision Making

Artificial Intelligence 2017-06-22 v1

Abstract

This paper introduces a new framework for real-time decision making in video games. An Ensemble agent is a compound agent composed of multiple agents, each with its own tasks or goals to achieve. Usually when dealing with real-time decision making, reactive agents are used; that is agents that return a decision based on the current state. While reactive agents are very fast, most games require more than just a rule-based agent to achieve good results. Deliberative agents---agents that use a forward model to search future states---are very useful in games with no hard time limit, such as Go or Backgammon, but generally take too long for real-time games. The Ensemble framework addresses this issue by allowing the agent to be both deliberative and reactive at the same time. This is achieved by breaking up the game-play into logical roles and having highly focused components for each role, with each component disregarding anything outwith its own role. Reactive agents can be used where a reactive agent is suited to the role, and where a deliberative approach is required, branching is kept to a minimum by the removal of all extraneous factors, enabling an informed decision to be made within a much smaller time-frame. An Arbiter is used to combine the component results, allowing high performing agents to be created from simple, efficient components.

Keywords

Cite

@article{arxiv.1706.06952,
  title  = {Ensemble Framework for Real-time Decision Making},
  author = {Philip Rodgers and John Levine},
  journal= {arXiv preprint arXiv:1706.06952},
  year   = {2017}
}

Comments

7 pages, 6 figures

R2 v1 2026-06-22T20:25:23.421Z