Abstract
The aim of the project is to explore and demonstrate
the potential of common AI techniques in computer
games. We will be concentrating on some or all of the
following:
* Logic-based planning
* Neural networks
* Genetic programming
* Machine learning
We will be using game engines from IO Interactive as a
framework for implementation, in order to demonstrate
these techniques.
The primary objective is to achieve a higher level of
artificial intelligence in computer games by the usage
of logic-based planning. This requires development of a
multi agent system, for simulating human-like
behaviour, within a computer game.
The additionally mentioned techniques are regarded as
secondary techniques, which are to be used in
conjunction with planning, in order to facilitate more
specific behavior like learning or adaptation.
Combining one or more of the secondary techniques with
the primary technique is a secondary objective. The
extension of usage of secondary techniques will be
decided at a later stage.
Loosely formulated, the project objective is to bridge
the gap between the AI planning field and the
commercial computer game industry. Alternatively, to
assess the distance between the AI field, and the
emerging design patterns used in the gaming field. The
project can be seen as an advanced application of multi
agent theory, building on previous experiences from
multi agent system projects.
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