Building Reactive Characters for Dynamic Gaming Environments

CIG(2005)

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摘要
Interactive computer games are widely seen as a killer application domain for Artificial Intelligence (AI) (8). Quite apart from the significant size of the games market in terms of revenue (3), computer games provide complex, dynamic, uncertain and competitive environments that are perfect for developing, testing and deploying AI technologies. While many researchers cur- rently focus on enhancing games with sophisticated AI, most overlook the role that AI has to play in the develop- ment of the games themselves. In this paper we present an approach to building non-player characters (NPCs) for a well-known computer game, Unreal Tournament1. Specifically, we use decision trees induced from human player strategies to define how an NPC in the game per- forms in a highly dynamic environment. The benefits of this approach are twofold. Firstly, it provides a ba- sis for building competitive AI-based NPCs for interac- tive computer games. Secondly, this approach eases the development overhead of such characters. Our empiri- cal evaluation demonstrates that the NPCs we create are very competitive against hand-crafted ones in a number of simulated gaming sessions.
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关键词
dynamic game,complex dynamics,artificial intelligent,decision tree
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