publication . Article . Doctoral thesis . Other literature type . 2015

Artificial Intelligence in Video Games: Towards a Unified Framework

Safadi, Firas; Fonteneau, Raphael; Ernst, Damien;
Open Access English
  • Published: 01 Jan 2015
  • Country: Belgium
Abstract
The work presented in this dissertation revolves around the problem of designing artificial intelligence (AI) for video games. This problem becomes increasingly challenging as video games grow in complexity. With modern video games frequently featuring sophisticated and realistic environments, the need for smart and comprehensive agents that understand the various aspects of these environments is pressing. Although machine learning techniques are being successfully applied in a multitude of domains to solve AI problems, they are not yet ready to enable the creation of fully autonomous agent that can reliably learn to understand the environments found in complex ...
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: artificial intelligence, video games, unification, : Computer science [Engineering, computing & technology], : Sciences informatiques [Ingénierie, informatique & technologie], Engineering, computing & technology, Computer science, Ingénierie, informatique & technologie, Sciences informatiques, Article Subject, Game development tool, Game testing, Turns, rounds and time-keeping systems in games, Multimedia, computer.software_genre, computer, business.industry, business, Video game, Game mechanics, Game art design, Game design document, Game design, lcsh:Computer software, lcsh:QA76.75-76.765
Related Organizations
46 references, page 1 of 4

The NetBSD Foundation, null. Portability and supported hardware platforms.

Microsoft, null.

Nareyek, A., Combs, N., Karlsson, B., Mesdaghi, S., Wilson, I.. The 2003 report of the IGDA’s artificial intelligence interface standards committee. 2003

Nareyek, A., Combs, N., Karlsson, B., Mesdaghi, S., Wilson, I.. The 2004 report of the IGDA's artificial intelligence interface standards committee. 2004

Nareyek, A., Combs, N., Karlsson, B., Mesdaghi, S., Wilson, I.. The 2005 report of the IGDA's artificial intelligence interface standards committee. 2005

Yue, B., de Byl, P.. The state of the art in game AI standardisation. : 41-46

Karlsson, B. F. F.. Issues and approaches in artificial intelligence middleware development for digital games and entertainment products. CEP. 2003 (50740:540)

Berndt, C., Watson, I., Guesgen, H.. OASIS: an open AI standard interface specification to support reasoning, representation and learning in computer games. : 19-24

Unity Technologies, null. Unity—Game Engine.

Crytek, null.

Havok, null.

Kreimeier, B..

Björk, S., Sus, L., Jussi, H.. Game design patterns.

Björk, S., Holopainen, J.. Describing games—an interaction-centric structural framework.

46 references, page 1 of 4
Abstract
The work presented in this dissertation revolves around the problem of designing artificial intelligence (AI) for video games. This problem becomes increasingly challenging as video games grow in complexity. With modern video games frequently featuring sophisticated and realistic environments, the need for smart and comprehensive agents that understand the various aspects of these environments is pressing. Although machine learning techniques are being successfully applied in a multitude of domains to solve AI problems, they are not yet ready to enable the creation of fully autonomous agent that can reliably learn to understand the environments found in complex ...
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: artificial intelligence, video games, unification, : Computer science [Engineering, computing & technology], : Sciences informatiques [Ingénierie, informatique & technologie], Engineering, computing & technology, Computer science, Ingénierie, informatique & technologie, Sciences informatiques, Article Subject, Game development tool, Game testing, Turns, rounds and time-keeping systems in games, Multimedia, computer.software_genre, computer, business.industry, business, Video game, Game mechanics, Game art design, Game design document, Game design, lcsh:Computer software, lcsh:QA76.75-76.765
Related Organizations
46 references, page 1 of 4

The NetBSD Foundation, null. Portability and supported hardware platforms.

Microsoft, null.

Nareyek, A., Combs, N., Karlsson, B., Mesdaghi, S., Wilson, I.. The 2003 report of the IGDA’s artificial intelligence interface standards committee. 2003

Nareyek, A., Combs, N., Karlsson, B., Mesdaghi, S., Wilson, I.. The 2004 report of the IGDA's artificial intelligence interface standards committee. 2004

Nareyek, A., Combs, N., Karlsson, B., Mesdaghi, S., Wilson, I.. The 2005 report of the IGDA's artificial intelligence interface standards committee. 2005

Yue, B., de Byl, P.. The state of the art in game AI standardisation. : 41-46

Karlsson, B. F. F.. Issues and approaches in artificial intelligence middleware development for digital games and entertainment products. CEP. 2003 (50740:540)

Berndt, C., Watson, I., Guesgen, H.. OASIS: an open AI standard interface specification to support reasoning, representation and learning in computer games. : 19-24

Unity Technologies, null. Unity—Game Engine.

Crytek, null.

Havok, null.

Kreimeier, B..

Björk, S., Sus, L., Jussi, H.. Game design patterns.

Björk, S., Holopainen, J.. Describing games—an interaction-centric structural framework.

46 references, page 1 of 4
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