SOAR: an architecture for general intelligence
Artificial Intelligence
Automated intelligent pilots for combat flight simulation
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Human-Level AI's Killer Application: Interactive Computer Games
Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence
Research in human-level AI using computer games
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Creating engaging artificial characters for games
ICEC '03 Proceedings of the second international conference on Entertainment computing
Robocode: using games to teach artificial intelligence
Journal of Computing Sciences in Colleges
Meaningful interaction in virtual learning environments
Proceedings of the second Australasian conference on Interactive entertainment
Information-oriented design and game AI
Proceedings of the second Australasian conference on Interactive entertainment
A SWOT analysis of the field of virtual reality rehabilitation and therapy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Towards integrated imitation of strategic planning and motion modeling in interactive computer games
Computers in Entertainment (CIE) - 3rd anniversary issue
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
GameX: a platform for incremental instruction in computer graphics and game design
SIGGRAPH '05 ACM SIGGRAPH 2005 Educators program
Teaching the computer science of computer games
Journal of Computing Sciences in Colleges
Technical Section: Automated generation and visualization of picture-logic puzzles
Computers and Graphics
Embedded noninteractive continuous bot detection
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Bayesian imitation learning in game characters
International Journal of Intelligent Systems Technologies and Applications
Integrating games and machine learning in the undergraduate computer science classroom
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
User Adaptive Game Characters Using Decision Trees and FSMs
KES-AMSTA '07 Proceedings of the 1st KES International Symposium on Agent and Multi-Agent Systems: Technologies and Applications
Computerized interactive gaming via supporting vector machines
International Journal of Computer Games Technology
Synthetic adversaries for urban combat training
IAAI'04 Proceedings of the 16th conference on Innovative applications of artifical intelligence
Real-time strategy gaines: a new AI research challenge
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Game player modeling using D-FSMs
Proceedings of the 2007 conference on Human interface: Part II
Dynamic game level generation using on-line learning
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Evolutionary algorithm for game difficulty control
CIMMACS'05 Proceedings of the 4th WSEAS international conference on Computational intelligence, man-machine systems and cybernetics
Unreal goal bots: conceptual design of a reusable interface
Agents for games and simulations II
Towards an environment interface standard for agent platforms
Annals of Mathematics and Artificial Intelligence
Making the mainstream accessible: what's in a game?
ICCHP'06 Proceedings of the 10th international conference on Computers Helping People with Special Needs
Believability testing and bayesian imitation in interactive computer games
SAB'06 Proceedings of the 9th international conference on From Animals to Animats: simulation of Adaptive Behavior
Improving behavior of computer game bots using fictitious play
International Journal of Automation and Computing
Spotting the difference: identifying player opponent preferences in FPS games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Designing and evolving an unreal Tournament™ 2004 expert bot
IWANN'13 Proceedings of the 12th international conference on Artificial Neural Networks: advences in computational intelligence - Volume Part II
Evolving the strategies of agents for the ANTS game
IWANN'13 Proceedings of the 12th international conference on Artificial Neural Networks: advences in computational intelligence - Volume Part II
An evolutionary-based hyper-heuristic approach for the Jawbreaker puzzle
Applied Intelligence
Hi-index | 4.10 |
In computer games, designers can use artificial intelligence to control individual characters, provide strategic direction to character groups, dynamically change parameters to make the game appropriately challenging, or produce play-by-play commentary. Computer games offer an inexpensive, reliable, and surprisingly accessible environment for conducting research in human-level AI design, often--as in the case of Quake II--with built-in AI interfaces. The author's work with the game's Quakebot demonstrated that researchers can successfully pursue serious study of autonomous AI agents within the context of computer games. This research directly applies to computer-generated forces, which require modeling realistic, entity-level behavior. Studying the impact of changes in reaction time, tactics level, and perceptual and motor skills on over-all Quake II game performance helped to model these behaviors. From its scoring method, which rewards the highest number of kills, it's obvious that Quake II epitomizes violent computer games. The author does not, however, believe that the future of AI in games lies in creating ever more realistic arenas for violence. Thus, he is pursuing further research within the context of creating computer games that emphasize the drama that arises from social interactions between humans and computer characters.