The Games Computers (and People) Play
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
An analysis of the full alpha-beta pruning algorithm
STOC '78 Proceedings of the tenth annual ACM symposium on Theory of computing
Introduction To Game Development (Game Development)
Introduction To Game Development (Game Development)
A template matching table for speeding-up game-tree searches for hex
AI'07 Proceedings of the 20th Australian joint conference on Advances in artificial intelligence
Bandit based monte-carlo planning
ECML'06 Proceedings of the 17th European conference on Machine Learning
A move generating algorithm for hex solvers
AI'06 Proceedings of the 19th Australian joint conference on Artificial Intelligence: advances in Artificial Intelligence
Hi-index | 0.00 |
As computer systems become more dependent on standalone devices such as graphics cards, video game developers can execute additional features on the CPU; high-level AI in video games is one such feature. The problem of developing high quality AI for video games is not simple, as human and computer interactions can be very complex. An exception can be found in the classical board game genre, which involves well defined games and players who apply rational policies to win. Many artificial board-game players can make moves within set time limits and are able to play at expert levels [10]. Given that high-quality AI technologies already exist for many board games, this paper explores the question: how can the technologies used in artificial board game players be applied to high-level strategic planning in First Person Shooters?