Controlling Unreal Tournament 2004 Bots with the Logic-based Action Language GOLOG

@inproceedings{Jacobs2005ControllingUT,
  title={Controlling Unreal Tournament 2004 Bots with the Logic-based Action Language GOLOG},
  author={Stefan Jacobs and Alexander Ferrein and Gerhard Lakemeyer},
  booktitle={AIIDE},
  year={2005}
}
Computer games and the accompanying entertainment industry branch has become a major market factor. AI techniques are successfully applied to tasks like path planning or intelligent swarm behavior. On the decision-making level the state of the art are state machines with a fixed set of behaviors. The perception of the computer player is perfect. They exactly know where the other players are located, even if they cannot “see” them. This approach seems to be limited for intelligent decision… CONTINUE READING