Research in human-level AI using computer games
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Artificial Intelligence: A Modern Approach
Artificial Intelligence: A Modern Approach
Adaptive game AI with dynamic scripting
Machine Learning
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
A survey on the need and use of AI in game agents
Proceedings of the 2008 Spring simulation multiconference
RETALIATE: learning winning policies in first-person shooter games
IAAI'07 Proceedings of the 19th national conference on Innovative applications of artificial intelligence - Volume 2
Journal of Artificial Intelligence Research
Player modeling using self-organization in tomb raider: underworld
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Analyzing player behavior in pacman using feature-driven decision theoretic predictive modeling
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Evolving coordinated spatial tactics for autonomous entities using influence maps
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Are artificial team-mates scapegoats in computer games
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment
Proceedings of the 6th International Conference on Foundations of Digital Games
Hi-index | 0.00 |
Many contemporary games are team-based and there is a growing interest in, and need for, advances in team-mate AI for games. However, although there have been surveys of agent AI in games, to date there has been no survey of work on team-mate AI. Furthermore, the concept of "team-mate AI" is not currently well delineated to distinguish between work on independently-acting agents that happen to be on the same side from work on agents the coordinate their behaviors and decision-making in terms of their teammates behaviors, intentions, and the like. Also, it is important to distinguish between game AI that is used as an optimization technique from real-time game AI, so this paper proposes a definition for real-time team-mate AI (highlighted with examples by game genre), reviews work to date to implement real-time team-mate AI for games in terms of a number of AI research areas (e.g., coordinated action, prediction, learning), and concludes with a brief discussion of significant issues about the state of the art.