Deep Blue's contribution to AI
Annals of Mathematics and Artificial Intelligence
Putting AI in Entertainment: An AI Authoring Tool for Simulation and Games
IEEE Intelligent Systems
The perils of using simulations to evaluate Massively Multiplayer Online Game performance
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Toward high-level reuse of statechart-based AI in computer games
Proceedings of the 1st International Workshop on Games and Software Engineering
Domain specific modeling for operations research simulation in a large industrial context
Proceedings of the 2012 workshop on Domain-specific modeling
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Recently, the complexity of modern, real-time computer games has increased drastically. The need for sophisticated game AI, in particular for Non-Player Characters, grows with the demand for realistic games. Writing consistent, re-useable and efficient AI code has become hard. We demonstrate how modeling game AI at an appropriate abstraction level using an appropriate modeling language has many advantages. A variant of Rhapsody Statecharts is proposed as an appropriate formalism. The Tank Wars game by Electronic Arts (EA) is used to demonstrate our concrete approach. We show how the use of the Statecharts formalism leads quite naturally to layered modeling of game AI and allows modelers to abstract away from choices between, for example, time-slicing and discrete-event time management. Finally, our custom tools are used to synthesize efficient C++ code to insert into the Tank Wars main game loop.