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Hauptverfasser: Liu, Junyu, Jin, Wangkai, Peng, Xiangjun
Format: Preprint
Veröffentlicht: 2024
Schlagworte:
Online-Zugang:https://arxiv.org/abs/2403.07931
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author Liu, Junyu
Jin, Wangkai
Peng, Xiangjun
author_facet Liu, Junyu
Jin, Wangkai
Peng, Xiangjun
contents Feint actions refer to a set of deceptive actions, which enable players to obtain temporal advantages from their opponents. Such actions are regarded as widely-used tactic in most non-deterministic Two-player Games (e.g. boxing and fencing). However, existing literature does not provide comprehensive and concrete formalization on Feint actions, and their implications on Two-Player Games. We argue that a full exploration on Feint actions is of great importance towards more realistic Two-player Games. In this paper, we provide the first comprehensive and concrete formalization of Feint actions. The key idea of our work is to (1) allow automatic generation of Feint actions, via our proposed Palindrome-directed Generation of Feint actions; and (2) provide concrete principles to properly combine Feint and attack actions. Based on our formalization of Feint actions, we also explore the implications on the game strategy model, and provide optimizations to better incorporate Feint actions. Our experimental results shows that accounting for Feint actions in Non-Deterministic Games (1) brings overall benefits to the game design; and (2) has great benefits on on either game animations or strategy designs, which also introduces a great extent of randomness into randomness-demanded Game models.
format Preprint
id arxiv_https___arxiv_org_abs_2403_07931
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Formalizing Feint Actions, and Example Studies in Two-Player Games
Liu, Junyu
Jin, Wangkai
Peng, Xiangjun
Computer Science and Game Theory
Graphics
Feint actions refer to a set of deceptive actions, which enable players to obtain temporal advantages from their opponents. Such actions are regarded as widely-used tactic in most non-deterministic Two-player Games (e.g. boxing and fencing). However, existing literature does not provide comprehensive and concrete formalization on Feint actions, and their implications on Two-Player Games. We argue that a full exploration on Feint actions is of great importance towards more realistic Two-player Games. In this paper, we provide the first comprehensive and concrete formalization of Feint actions. The key idea of our work is to (1) allow automatic generation of Feint actions, via our proposed Palindrome-directed Generation of Feint actions; and (2) provide concrete principles to properly combine Feint and attack actions. Based on our formalization of Feint actions, we also explore the implications on the game strategy model, and provide optimizations to better incorporate Feint actions. Our experimental results shows that accounting for Feint actions in Non-Deterministic Games (1) brings overall benefits to the game design; and (2) has great benefits on on either game animations or strategy designs, which also introduces a great extent of randomness into randomness-demanded Game models.
title Formalizing Feint Actions, and Example Studies in Two-Player Games
topic Computer Science and Game Theory
Graphics
url https://arxiv.org/abs/2403.07931