Skip to search form
Skip to main content
Skip to account menu
Semantic Scholar
Semantic Scholar's Logo
Search 228,398,570 papers from all fields of science
Search
Sign In
Create Free Account
Artificial intelligence (video games)
Known as:
Computer game playing
, Ai
, Artificial intelligence in gaming
Expand
In video games, artificial intelligence is used to generate intelligent behaviors primarily in non-player characters (NPCs), often simulating human…
Expand
Wikipedia
(opens in a new tab)
Create Alert
Alert
Related topics
Related topics
50 relations
AI effect
Action selection
Ark: Survival Evolved
Armored Warfare
Expand
Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2017
2017
Evolving Game-Specific UCB Alternatives for General Video Game Playing
Ivan Bravi
,
A. Khalifa
,
Christoffer Holmgård
,
J. Togelius
EvoApplications
2017
Corpus ID: 1084907
At the core of the most popular version of the Monte Carlo Tree Search (MCTS) algorithm is the UCB1 (Upper Confidence Bound…
Expand
2014
2014
Learning to play fighting game using massive play data
Hyun-Soo Park
,
Kyung-Joong Kim
IEEE Conference on Computational Intelligence and…
2014
Corpus ID: 15184016
Designing fighting game AI has been a challenging problem because the program should react in real-time and require expert…
Expand
2010
2010
To create DDA by the approach of ANN from UCT-created data
Xinyu Li
,
Suoju He
,
+5 authors
Wan Huang
International Conference on Computer Application…
2010
Corpus ID: 18337325
Dynamic Difficulty Adjustment (DDA) can adjust game difficulty level dynamically; so it generates a tailor-made experience for…
Expand
2009
2009
A Neural-Evolutionary Model for Case-Based Planning in Real Time Strategy Games
B. Niu
,
Haibo Wang
,
P. H. F. Ng
,
S. Shiu
International Conference on Industrial…
2009
Corpus ID: 2747454
Development of real time strategy game AI is a challenging and difficult task because of the real-time constraint and the large…
Expand
2005
2005
A Model for Reliable Adaptive Game Intelligence
P. Spronck
2005
Corpus ID: 5096397
Adaptive game AI aims at enhancing computercontrolled game-playing agents with the ability to self-correct mistakes, and with…
Expand
2004
2004
Is Bayesian Imitation Learning the Route to Believable Gamebots
Christian Thurau
,
Tobias Paczian
,
C. Bauckhage
2004
Corpus ID: 1596222
As it strives to imitate observably successful actions, imitation learning allows for a quick acquisition of proven behaviors…
Expand
2004
2004
TEAM: The Team-Oriented Evolutionary Adaptability Mechanism
S. Bakkes
,
P. Spronck
,
E. Postma
International Conference on Evolutionary…
2004
Corpus ID: 15795153
Many commercial computer games allow a team of players to match their skills against another team, controlled by humans or by the…
Expand
2004
2004
Bootstrapping the Learning Process for the Semi-automated Design of a Challenging Game AI
C. Madeira
,
V. Corruble
,
Geber Ramalho
,
B. Ratitch
AAAI Conference on Artificial Intelligence
2004
Corpus ID: 59725671
This paper proposes a methodology for the semi-automated design of a game AI for simulation and strategy games which require the…
Expand
2004
2004
Interactive opponents generate interesting games
Georgios N. Yannakakis
,
J. Hallam
2004
Corpus ID: 18098579
In this paper we present experiments on neuroevolution mechanisms applied to predator/prey multi-character computer games. Our…
Expand
2000
2000
RC++ A Rule Based Language for Game AI
Ian Wright
,
J. A. Marshall
GAME-ON
2000
Corpus ID: 17424234
"Game AI" is the high-level control code for computer entertainment applications. Games are diverse, and the nature of game AI…
Expand
By clicking accept or continuing to use the site, you agree to the terms outlined in our
Privacy Policy
(opens in a new tab)
,
Terms of Service
(opens in a new tab)
, and
Dataset License
(opens in a new tab)
ACCEPT & CONTINUE