SOAR: an architecture for general intelligence
Artificial Intelligence
Artificial Intelligence - Special issue on economic principles of multi-agent systems
It knows what you're going to do: adding anticipation to a Quakebot
Proceedings of the fifth international conference on Autonomous agents
Applying Inexpensive AI Techniques to Computer Games
IEEE Intelligent Systems
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Artificial Intelligence: A Modern Approach
Artificial Intelligence: A Modern Approach
Artificial Intelligence: Structures and Strategies for Complex Problem Solving (5th Edition)
Artificial Intelligence: Structures and Strategies for Complex Problem Solving (5th Edition)
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The subject of this paper is artificial intelligence (AI) of non-player characters in computer games, i.e. bots. We develop an idea of game AI based on predictive control. Bot's activity is defined by a currently realized plan. This plan results from an optimization process in which random plans are continuously generated and reselected.We apply our idea to implement a bot for the game Half-Life. Our bot, Randomly Planning Fighter (RPF), defeats the bot earlier designed for Half-Life with the use of behavior-based techniques. The experiments prove that on-line planning can be feasible in rapidly changing environment of modern computer games.