Learning, evolution and adaptation in racing games
Proceedings of the 9th conference on Computing Frontiers
An automatic race track generating system
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Advanced overtaking behaviors for blocking opponents in racing games using a fuzzy architecture
Expert Systems with Applications: An International Journal
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A key aspect in the development of computer games is the behavior of non-player characters. Each type of game poses different challenges for the development of a successful artificial intelligence. In racing games, this translates into the programming of an AI which can adapt to the driving style and to the driving capabilities of the human player so as to improve its gaming experience. In addition, in racing games, the behavior of nonplayer characters should be plausible, challenging throughout the game, adaptive, and it should also lead to realistic group behaviors.