[PDF][PDF] Artificial Intelligence for Adaptive Computer Games.

A Ram, S Ontañón, M Mehta - FLAIRS, 2007 - cdn.aaai.org
FLAIRS, 2007cdn.aaai.org
Computer games are an increasingly popular application for Artificial Intelligence (AI)
research, and conversely AI is an increasingly popular selling point for commercial games.
Although games are typically associated with entertainment, there are many “serious”
applications of gaming, including military, corporate, and advertising applications. There are
also so-called “humane” gaming applications for medical training, educational games, and
games that reflect social consciousness or advocate for a cause. Game AI is the effort of …
Abstract
Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial games. Although games are typically associated with entertainment, there are many “serious” applications of gaming, including military, corporate, and advertising applications. There are also so-called “humane” gaming applications for medical training, educational games, and games that reflect social consciousness or advocate for a cause. Game AI is the effort of going beyond scripted interactions, however complex, into the arena of truly interactive systems that are responsive, adaptive, and intelligent. Such systems learn about the player (s) during game play, adapt their own behaviors beyond the pre-programmed set provided by the game author, and interactively develop and provide a richer experience to the player (s). The long-term goal of our research is to develop artificial intelligence techniques that can have a significant impact in the game industry. In this paper, we present a list of challenges and research opportunities in developing techniques that can be used by computer game developers. We discuss three Case-Based Reasoning (CBR)(Aamodt & Plaza 1994),(Kolodner 1993) approaches to achieve adaptability in games: automatic behavior adaptation for believable characters; drama management and user modeling for interactive stories; and strategic behavior planning for real-time strategy games.
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