Al in Computer games |
| 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 behavior, 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. | Type | Master's thesis [Academic thesis] | Year | 2005 | Publisher | Informatics and Mathematical Modelling, Technical University of Denmark, DTU | Address | Richard Petersens Plads, Building 321, DK-2800 Kgs. Lyngby | Note | Supervisor: Thomas Bolander & Hans Bruun | BibTeX data | [bibtex] | IMM Group(s) | Computer Science & Engineering |
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