Artificial intelligence based on fuzzy behavior for game programming

  • Authors:
  • Nitiwat Sanornoi;Pitikhate Sooraksa

  • Affiliations:
  • King Mongkut's Institute of Technology, Ladkrabang, Bangkok;King Mongkut's Institute of Technology, Ladkrabang, Bangkok

  • Venue:
  • Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
  • Year:
  • 2004

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Abstract

This paper applies the behavior-based control for mobile robots to design the artificial-intelligent characteristics of game programming in order to reduce the complexity of the intelligence features of the enemies in a game. The artificial intelligence in this paper composes of fuzzy system for creation of the natural behavior. This fuzzy model employs Takagi-Sugeno's methodology for building program modules. The character described in the model herein is the enemy of 'Mage in the Demon Zone' game.