AI for games and animation: a cognitive modeling approach
AI for games and animation: a cognitive modeling approach
Understanding intelligence
Is it an Agent, or Just a Program?: A Taxonomy for Autonomous Agents
ECAI '96 Proceedings of the Workshop on Intelligent Agents III, Agent Theories, Architectures, and Languages
Artificial Intelligence: A Modern Approach
Artificial Intelligence: A Modern Approach
The state of the art in game AI standardisation
Proceedings of the 2006 international conference on Game research and development
Real-time team-mate AI in games: a definition, survey, & critique
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Improving behavior of computer game bots using fictitious play
International Journal of Automation and Computing
Hi-index | 0.00 |
This paper firstly seeks an answer to the question of whether Non Player Characters (NPCs) 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. Within this scope, we will try to assess whether naming NPCs as agents point to a desire that one day they would fulfill the requirements of being an agent or whether NPCs actually already fulfill these requirements. Secondly, the paper looks into the AI needs of video games. We present the AI methodologies that are either being used and under research for use in Game AI. The same methodologies are also likely to contribute to the increasing levels of autonomy and goal-directed behavior of NPCs and help them become more agent-like.