identifying and utilizing subgroup coordination patterns in team adversarial games
This paper addresses the problem of identifying player coordination patterns in multi-player adversarial games. In the Rush 2008 football simulator, we observe that each play relies on the efforts of different subgroups within the main team to score team touch-downs. We present a method to automatically identify these subgroups from historical play data based on: 1) mutual information between the offensive player, defensive blocker, and ball location 2) the observed ball work flow. After extracting these subgroups, we demonstrate how subgroups can be used to create new plays by performing play adaptations of existing offensive plays tuned to counter specific defensive plays.
mutual information play adaptation opponent modeling multi-player games