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dc.contributor.advisorTerziyan, Vagan
dc.contributor.authorWang, Ziqi
dc.date.accessioned2022-05-20T10:55:14Z
dc.date.available2022-05-20T10:55:14Z
dc.date.issued2022
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/81203
dc.description.abstractThis thesis studies an emerging technology in artificial intelligence related to esports. Intelligent agents in video games like StarCraft and Dota 2, have become phenomenal in the game communities. Those video games are called esports because they are designed for competition, with a requirement of excellent skill. Creating electronic players in video games is a routine for game developers. However, those agent players in history never astonished human players by reaching high performance in a fair way. The recent agents are created using the same type of AI technology which gave birth to the famous Go program, AlphaGo, and they play the games showing human-like understanding and behaviors. The thesis identifies the generality of those agents by checking the fundamental requirements. The thesis also interprets the impact of these agents to the game community and studies existing cooperation between human and game agents. Two major agent creation procedures were included in comparative analysis and feedbacks to the show matches were collected for case study. The result found the boundaries of the agent's ability and the training procedure, summarized people's attitude, and proposed ways of cooperation and discussion about achieving higher generality.en
dc.format.extent89
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.subject.otherdeep learning
dc.subject.otherreinforcement learning
dc.subject.othergame community
dc.subject.otherpro-gamer
dc.titleThe electric brain : new intelligent agents in esports
dc.identifier.urnURN:NBN:fi:jyu-202205202835
dc.type.ontasotPro gradu -tutkielmafi
dc.type.ontasotMaster’s thesisen
dc.contributor.tiedekuntaInformaatioteknologian tiedekuntafi
dc.contributor.tiedekuntaFaculty of Information Technologyen
dc.contributor.laitosInformaatioteknologiafi
dc.contributor.laitosInformation Technologyen
dc.contributor.yliopistoJyväskylän yliopistofi
dc.contributor.yliopistoUniversity of Jyväskyläen
dc.contributor.oppiaineKognitiotiedefi
dc.contributor.oppiaineCognitive Scienceen
dc.rights.copyrightJulkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty.fi
dc.rights.copyrightThis publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.en
dc.type.publicationmasterThesis
dc.contributor.oppiainekoodi601
dc.subject.ysoelektroninen urheilu
dc.subject.ysotekoäly
dc.subject.ysovideopelit
dc.subject.ysoälykkäät agentit
dc.subject.ysoelectronic sports
dc.subject.ysoartificial intelligence
dc.subject.ysovideo games
dc.subject.ysointelligent agents
dc.format.contentfulltext
dc.type.okmG2


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