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Games AI

description7 papers
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lightbulbAbout this topic
Games AI refers to the application of artificial intelligence techniques in the design and development of video games, focusing on creating intelligent behaviors for non-player characters (NPCs), enhancing player experience, and enabling dynamic game environments through adaptive learning and decision-making processes.
lightbulbAbout this topic
Games AI refers to the application of artificial intelligence techniques in the design and development of video games, focusing on creating intelligent behaviors for non-player characters (NPCs), enhancing player experience, and enabling dynamic game environments through adaptive learning and decision-making processes.

Key research themes

1. How can AI techniques enable generalization across diverse and unknown games in real-time environments?

This theme investigates the development of AI agents capable of playing a wide variety of games, including those they have not seen before, under strict real-time constraints and limited prior knowledge. It addresses the limitations of game-specific AI and explores generalization frameworks that enable AI to adapt dynamically across different game genres, rules, and objectives.

Key finding: Introduces the General Video Game AI (GVGAI) framework and competition that tests AI agents' ability to play multiple, previously unseen video games with only object-oriented state information (no game rules provided), and... Read more
Key finding: Extends the concept of General Game Playing (GGP) from turn-based board games (using Game Description Language) to more dynamic video games via the General Video Game Playing (GVGP) problem, emphasizing the need for AI to... Read more
Key finding: Presents the Digital Ludeme Project that models a broad range of traditional strategy games in a unified, ludemic framework supporting generalization across many games. By compiling game rules into a general game system... Read more

2. How can AI agents be utilized effectively for automated game testing and playtesting to support game development?

This research area focuses on the design and implementation of AI agents that assist game developers by automating playtesting, detecting gameplay imbalances, evaluating design changes, and expediting iterative development. It addresses challenges in replicating human-like behavior, exhaustive exploration of game states, and providing actionable insights for game tuning and design validation.

Key finding: Demonstrates an approach where AI agents simulate thousands of play sessions on a reimplemented game mechanics model (The Sims Mobile) outside the game client to quickly identify game imbalances, ineffective rewards, and... Read more
Key finding: Proposes a learning and planning framework specifically designed for modern game developer needs, highlighting challenges such as huge state spaces, partial observability, dynamic game design, and human-like playstyles. The... Read more
Key finding: Presents a method using the ICARUS cognitive architecture to construct game agents by acquiring structured behaviors from video recordings of human players (college football). The approach yields flexible, human-interpretable... Read more

3. What are the methods and challenges in designing believable, adaptive non-player characters (NPCs) and reusable AI components for serious and entertainment games?

This theme explores computational models and architectures for creating believable NPCs that exhibit human-like social, emotional, and tactical behaviors tailored to player expectations. It also covers modular AI components that enable efficient adaptation, personalization, and reuse in serious games across diverse platforms, addressing the integration of player modeling, natural language processing, and multimodal interaction.

Key finding: Presents a set of open-source, modular AI components developed in a European project that support player modeling (e.g., real-time facial emotion recognition, adaptive difficulty), natural language processing (e.g., sentiment... Read more
Key finding: Reviews varying architectures for NPCs from reactive to deliberative and hybrid designs, grounded in psychological and sociological models for behavior generation. Highlights challenges in modeling believable social and... Read more
Key finding: Introduces a Goal-Driven Autonomy (GDA) model implemented with the ABL reactive planning language to create StarCraft agents capable of detecting unmet goals and dynamically replanning in response to unforeseen game events.... Read more

All papers in Games AI

This paper is a preliminary attemps to serve as a reference of the state of the art of the techniques and tools related to 'Game Design' (GD). We analyze the relationship existing between Game Design and the main subareas related to... more
Multi-thread architectures are the current trends for both PCs (multi-core CPUs and GPUs) and game consoles such as the Microsoft Xbox 360 and Sony Playstation 3. GPUs (Graphics Processing Units) have evolved into extremely powerful and... more
A new domain-independent pruning method is described that guarantees returning a correct game value. Even though alpha-beta-based chess programs are already searching close to the minimal tree, there is still scope for improvement. Our... more
In this paper we take a general look at forward pruning in tree search. By identifying what we think are desirable characteristics of pruning heuristics, and what attributes are important for them to consider, we hope to understand better... more
This is a thesis that deals with the norms and rules of players playing online games together. It is also a thesis about believability, the current capabilities of non-player characters (NPCs) and the attitudes amongst game developers... more
This chapter provides a brief historical overview of how variabledepth-search methods have evolved in the last half a century of computer chess work. We focus mainly on techniques that have not only withstood the test of time but also... more
In this paper we take a general look at forward pruning in tree search. By identifying what we think are desirable characteristics of pruning heuristics, and what attributes are important for them to consider, we hope to understand better... more
— Battle of Etam Earth is one of the games developed by Bibir Design Studio for PC platform, tablets and arcade machines. A modern rock paper scissors game that was packed in a duel robot, where there were two players will depend on... more
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