SOAR: an architecture for general intelligence
Artificial Intelligence
RESC: an approach for real-time, dynamic agent tracking
IJCAI'95 Proceedings of the 14th international joint conference on Artificial intelligence - Volume 1
Creating Interactive Virtual Humans: Some Assembly Required
IEEE Intelligent Systems
The human-computer interaction handbook
Applying perceptually driven cognitive mapping to virtual urban environments
Eighteenth national conference on Artificial intelligence
FreeWalk: a social interaction platform for group behaviour in a virtual space
International Journal of Human-Computer Studies - Special issue on HCI research in Japan
Fast multi-level adaptation for interactive autonomous characters
ACM Transactions on Graphics (TOG)
Game portability using a service-oriented approach
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
If I were you: double appraisal in affective agents
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
An Experimental Study of Anticipation in Simple Robot Navigation
Anticipatory Behavior in Adaptive Learning Systems
Predictive Control for Artificial Intelligence in Computer Games
ICAISC '08 Proceedings of the 9th international conference on Artificial Intelligence and Soft Computing
On the Usefulness of Interactive Computer Game Logs for Agent Modelling
PRICAI '08 Proceedings of the 10th Pacific Rim International Conference on Artificial Intelligence: Trends in Artificial Intelligence
An Embodied Cognition Approach to Mindreading Skills for Socially Intelligent Robots
International Journal of Robotics Research
Very fast action selection for parameterized behaviors
Proceedings of the 4th International Conference on Foundations of Digital Games
Online action adaptation in interactive computer games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
AI characters and directors for interactive computer games
IAAI'04 Proceedings of the 16th conference on Innovative applications of artifical intelligence
Synthetic adversaries for urban combat training
IAAI'04 Proceedings of the 16th conference on Innovative applications of artifical intelligence
BDI-Based Development of Virtual Characters with a Theory of Mind
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
Incorporating mental simulation for a more effective robotic teammate
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 3
An architectural approach to ensuring consistency in hierarchical execution
Journal of Artificial Intelligence Research
Learning policies for embodied virtual agents through demonstration
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Applying perceptually driven cognitive mapping to virtual urban environments
IAAI'02 Proceedings of the 14th conference on Innovative applications of artificial intelligence - Volume 1
Programming Organization-Aware Agents
ESAW '09 Proceedings of the 10th International Workshop on Engineering Societies in the Agents World X
Evaluation of virtual agents utilizing theory of mind in a real time action game
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Mental State Ascription Using Dynamic Logic
Proceedings of the 2010 conference on ECAI 2010: 19th European Conference on Artificial Intelligence
SAB'10 Proceedings of the 11th international conference on Simulation of adaptive behavior: from animals to animats
A plan classifier based on Chi-square distribution tests
Intelligent Data Analysis
Learning chasing behaviours of non-player characters in games using SARSA
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Programming mental state abduction
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
A Zeroth-Level Classifier System for Real Time Strategy Games
WI-IAT '11 Proceedings of the 2011 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Volume 02
Motion coordination in the quake 3 arena environment: a field-based approach
E4MAS'04 Proceedings of the First international conference on Environments for Multi-Agent Systems
Virtual cities for real-world crisis management
Digital Cities'03 Proceedings of the Third international conference on Information Technologies for Social Capital: cross-Cultural Perspectives
The design and implementation of SAMIR
KES'05 Proceedings of the 9th international conference on Knowledge-Based Intelligent Information and Engineering Systems - Volume Part II
An inclusive view of player modeling
Proceedings of the 6th International Conference on Foundations of Digital Games
Explaining and predicting the behavior of BDI-Based agents in role-playing games
DALT'09 Proceedings of the 7th international conference on Declarative Agent Languages and Technologies
Action selection using theory of mind: a case study in the domain of fighter pilot training
IEA/AIE'12 Proceedings of the 25th international conference on Industrial Engineering and Other Applications of Applied Intelligent Systems: advanced research in applied artificial intelligence
Transactions on Compuational Collective Intelligence VI
Manipulating mental states through physical action
ICSR'12 Proceedings of the 4th international conference on Social Robotics
Understanding player threat responses in FPS games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Modeling agents with a theory of mind: Theory--theory versus simulation theory
Web Intelligence and Agent Systems
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The complexity of AI characters in computer games is continually improving; however they still fall short of human players. In this paper we describe an AI bot for the game Quake II that tries to incorporate some of the missing capabilities. This bot is distinguished by its ability to build its own map as it explores a level, use a wide variety of tactics based on its internal map, and in some cases, anticipate its opponents actions. The bot was developed in the Soar architecture and uses dynamical hierarchical task decomposition to organize it knowledge and actions. It also uses internal prediction based on its own tactics to anticipate its opponents actions. This paper describes the implementation, its strengths and weaknesses, and discusses future research.