Artificial Intelligence in Games : A look at the smarts behind Lionhead Studio ’ s “ Black and White ” and where it can and will go in the future
@inproceedings{WexlerArtificialII, title={Artificial Intelligence in Games : A look at the smarts behind Lionhead Studio ’ s “ Black and White ” and where it can and will go in the future}, author={James Wexler} }
With its latest release “Black and White”, Lionhead Studios has set the new standard for artificial intelligence in games. Creatures in this game have an incredible ability to learn that is implemented through a variety of AI algorithms and techniques. There is much that could be added to the game given ample time and computing resources. These additions include a partial order planner for creatures’ actions, a game-state search algorithm and planner for a computer-controlled opponent, and a…
22 Citations
Artificial intelligence in computer games
- Computer Science
- 2019
An overview of all the most popular techniques that can be applied in the field of artificial intelligence for computer games are explored.
A survey on the need and use of AI in game agents
- EconomicsSpringSim '08
- 2008
An answer to the question of whether Non Player Characters in Computer Games can also be viewed as game agents where reactivity, autonomy, being temporarily continuous and having goal-oriented behavior are taken as the features of being a game agent is sought.
ARTIFICIAL INTELLIGENCE IN GAMING AND GAME DESIGN
- Computer Science
- 2015
This paper examines and determined the most efficient and compelling technique for the conception and designing of a digital game, which consists of emulating the behaviour of other players or the entities they represent.
Adaptive Agent in a FPS Game
- Computer Science
- 2013
This work design and implement an adaptive oponent for the computer game Unreal Tournament for its Deathmatch mode using reinforcement learning and implemented on the Pogamut platform using a k-means clustering algorithm.
Agent programming and adaptive serious games : A survey of the state of the art
- Computer Science
- 2011
The state of the art of behavior programming in agent-based programing in adaptive serious games and some major challenges to be addressed by the community in the medium term are introduced.
Game Artificial Intelligence Literature Survey on Game AI VENKATARAMANAN
- Computer Science
- 2008
The task is to investigate the main methodologies used for enhancing game intelligence, including traditional AI methods and newly developed computational intelligence methods, and develop a simple learning scheme for AI games.
A Survey of Agent Programming and Adaptive Serious Games
- Computer Science
- 2017
A survey of software agents in adaptive serious games outlines the most important challenges of the game design such as adaptation and introduces some major challenges to be addressed by the community in the medium term.
Flexible Behavior for Worker Units in Real-Time Strategy Games Using STRIPS Planning
- EconomicsSETN
- 2014
This work introduces the ”Smart Workers” STRIPS planning domain, and generates a series of planning problems of increasing difficulty and size to evaluate the conditions under which this idea can be used in practice in a real video game.
Planning For Non-Player Characters By Learning From Demonstration
- Computer Science
- 2018
The Training graph heuristic is developed, an extension of the Experience Graph heuristic, that guides a search smoothly and effectively even when a demonstration is unreachable in the search space, and ensures that more of the demonstrations are utilized to better train the NPC's behavior.
A CBR/RL system for learning micromanagement in real-time strategy games
- Computer Science
- 2009
This research demonstrates that UPAI can learn to improve its micromanagement decisions, by defeating both static and dynamic opponents in amicromanagement setting.
References
SHOWING 1-10 OF 19 REFERENCES
Steps toward Artificial Intelligence
- Computer ScienceProceedings of the IRE
- 1961
The discussion is supported by extensive citation of the literature and by descriptions of a few of the most successful heuristic (problem-solving) programs constructed to date.
A semi-formal design review of the AI in " Black and White
- Online Posting
Situated AI in Video Games
- Situated AI in Video Games
Game Programming Information
- Game Programming Information
- 2002
A semi - formal design review of the AI in “ Black and White ” The Future of AI in Games : A Personal View ”
- Game Developer Magazine . August
- 2001
Game AI: The State of the Industry " . Game Developer Magazine
- Game AI: The State of the Industry " . Game Developer Magazine
- 1999
The Game AI Page: Building AI into Games
- The Game AI Page: Building AI into Games
- 2002
Game AI: The State of the Industry
- Game Developer Magazine. August
- 1999
Interview with Gamespot Online Magazine. http://www.gamespot.com
- 2001
American Association for Artificial Intelligence
- American Association for Artificial Intelligence
- 2002