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Design and implementation of an autonomous agent for the “League of Legends” game

Trigakis Dimitrios

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URIhttp://purl.tuc.gr/dl/dias/3FC13B9C-D31C-43B9-BF30-F8A534932864-
Identifierhttps://doi.org/10.26233/heallink.tuc.22903-
Languageen-
Extent2,92 megabytesen
TitleΣχεδίαση και υλοποίηση ενός αυτόνομου πράκτορα για το παιχνίδι “League of Legends”el
TitleDesign and implementation of an autonomous agent for the “League of Legends” gameen
CreatorTrigakis Dimitriosen
CreatorΤριγκακης Δημητριοςel
Contributor [Thesis Supervisor]Lagoudakis Michaelen
Contributor [Thesis Supervisor]Λαγουδακης Μιχαηλel
Contributor [Committee Member]Zervakis Michalisen
Contributor [Committee Member]Ζερβακης Μιχαληςel
Contributor [Committee Member]Chalkiadakis Georgiosen
Contributor [Committee Member]Χαλκιαδακης Γεωργιοςel
PublisherTechnical University of Creteen
PublisherΠολυτεχνείο Κρήτηςel
Academic UnitTechnical University of Crete::School of Electronic and Computer Engineeringen
Academic UnitΠολυτεχνείο Κρήτης::Σχολή Ηλεκτρονικών Μηχανικών και Μηχανικών Υπολογιστώνel
DescriptionΔιπλωματική Εργασία που υποβλήθηκε στη σχολή ΗΜΜΥ του Πολ. Κρήτης για την πλήρωση προϋποθέσεων λήψης του διπλώματος.el
Content SummaryAfter the commercial success of the video game “Dota”, there has been increasing attention given to the Multiplayer online battle arena (MOBA) subgenre of Real Time Strategy (RTS) games. The creation of agents able to play autonomously within such games is sometimes limited by the absence of a public application programming interface (API). This applies to the popular game “League of Legends”, which was greatly inspired by Dota. The few computer-assisted players provided by the designers of this game range from beginner to intermediate, but have direct access to the private API inside the game. This thesis introduces a novel way to handle autonomous agent creation in such games, where access to the game state is limited to the information displayed on the user’s screen. The proposed methods come close to what a human player does, since there is a perception phase, which relies mainly on visual analysis, and a decision phase, whose outcome affects the game through emulation of the keyboard and mouse input devices. To achieve this we use screen capture on the game’s interface and computer vision algorithms to detect important information. Then, we use artificial intelligence algorithms to encode behaviors for the game character we control. Realizing this perception-decision-action cycle is very demanding in terms of computational resources, however our optimized implementation manages to meet the real-time requirements of the game. Our autonomous agent for the “League of Legends” game is able to achieve intermediate level of play and is quite competent against the designer-provided agents and also against beginner human players.en
Type of ItemΔιπλωματική Εργασίαel
Type of ItemDiploma Worken
Licensehttp://creativecommons.org/licenses/by/4.0/en
Date of Item2014-10-09-
Date of Publication2014-
SubjectAI (Artificial intelligence)en
SubjectArtificial thinkingen
SubjectElectronic brainsen
SubjectIntellectronicsen
SubjectIntelligence, Artificialen
SubjectIntelligent machinesen
SubjectMachine intelligenceen
SubjectThinking, Artificialen
Subjectartificial intelligenceen
Subjectai artificial intelligenceen
Subjectartificial thinkingen
Subjectelectronic brainsen
Subjectintellectronicsen
Subjectintelligence artificialen
Subjectintelligent machinesen
Subjectmachine intelligenceen
Subjectthinking artificialen
SubjectMachine visionen
SubjectVision, Computeren
Subjectcomputer visionen
Subjectmachine visionen
Subjectvision computeren
Bibliographic CitationDimitrios Trigakis, "Design and implementation of an autonomous agent for the “League of Legends” game", Diploma Work, School of Electronic and Computer Engineering, Technical University of Crete, Chania, Greece, 2014en
Bibliographic CitationΔημήτριος Τριγκάκης, "Σχεδίαση και υλοποίηση ενός αυτόνομου πράκτορα για το παιχνίδι “League of Legends”", Διπλωματική Εργασία, Σχολή Ηλεκτρονικών Μηχανικών και Μηχανικών Υπολογιστών, Πολυτεχνείο Κρήτης, Χανιά, Ελλάς, 2014el

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