Software Engineering: A Practitioner's Approach
Software Engineering: A Practitioner's Approach
ICAISC'10 Proceedings of the 10th international conference on Artifical intelligence and soft computing: Part II
Unreal goal bots: conceptual design of a reusable interface
Agents for games and simulations II
Improving behavior of computer game bots using fictitious play
International Journal of Automation and Computing
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The study of game related topics has long been the subject of research and development, however game Artificial Intelligence (AI) predominantly uses classical AI simulation techniques. Older computational models such as state machines continue to be used as the back bone for game AI development even though alternative models are available. In this research, we have attempted to shed some light on how the choice of implementation may affect the important factors such as performance, and complexity as the games scales up. Our findings show that agents and finite state machines have their relative merits. We have shown that complexity measured as a function of the number of behaviours, was linear for agents and quadratic for FSM. Though run-time performance is comparable for a small number of entities, it degrades at a higher rate for agents.