The effectiveness of persuasion in The Settlers of Catan

The effectiveness of persuasion in The Settlers of Catan
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卡坦岛定居者中说服的有效性

DOI:
10.1109/cig.2014.6932861
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发表时间:
2014
期刊:
2014 IEEE Conference on Computational Intelligence and Games
影响因子:
--
通讯作者:
A. Lascarides
A. Lascarides
中科院分区:
--
文献类型:
--
作者:
M. Guhe;A. Lascarides

文献摘要

被引文献

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我们提出了一种在复杂博弈中获得有用的说服符号模型的方法,其中参与者对资源谈判的结果的偏好是不完整的、不确定的和动态的。我们关注的问题是确定游戏中的哪个阶段,在这个阶段,成功地说服代理人执行特定的行动将对一个人的获胜机会产生最大影响。我们的方法利用了来自游戏模拟的经验数据,在游戏模拟中,设置允许我们以适当控制的方式调查政策的各个方面。我们证明了这种方法在卡坦定居者的领域内的有效性,并提供了一些可以从这场特殊游戏中学到的具体教训,例如,当领先玩家达到7个胜利点时,游戏中的说服动作就会发生临界点。
We present a method for obtaining a useful symbolic model of persuasion in a complex game, where players' preferences over the outcomes of negotiations over resources are incomplete, uncertain, and dynamic. We focus on the problem of identifying the stage in the game where successfully persuading an agent to perform a particular action will have the most impact on one's chances to win. Our approach exploits empirical data from game simulations, where the set up allows us to investigate individual aspects of the policy in suitably controlled ways. We demonstrate the effectiveness of the approach within the domain of The Settlers of Catan and present some specific lessons that can be learned for this particular game, e.g. that a tipping point in the game occurs for persuasion moves that are made when the leading player reaches 7 Victory Points.