Vidal's library
Title: Using a Computer Game to Develop Advanced AI
Author: John E. Laird
Journal: IEEE Computer
Volume: 34
Number: 7
Year: 2001
Abstract: In computer games, designers can use artificial intelligence to control individual characters, provide strategic direction to character groups, dynamically change parameters to make the game appropriately challenging, or produce play-by-play commentary. Computer games offer an inexpensive, reliable, and surprisingly accessible environment for conducting research in human-level AI design, often--as in the case of Quake II--with built-in AI interfaces. The author's work with the game's Quakebot demonstrated that researchers can successfully pursue serious study of autonomous AI agents within the context of computer games. This research directly applies to computer-generated forces, which require modeling realistic, entity-level behavior. Studying the impact of changes in reaction time, tactics level, and perceptual and motor skills on over-all Quake II game performance helped to model these behaviors. From its scoring method, which rewards the highest number of kills, it's obvious that Quake II epitomizes violent computer games. The author does not, however, believe that the future of AI in games lies in creating ever more realistic arenas for violence. Thus, he is pursuing further research within the context of creating computer games that emphasize the drama that arises from social interactions between humans and computer characters.

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@Article{laird01a,
  author =	 {John E. Laird},
  title =	 {Using a Computer Game to Develop Advanced {AI}},
  googleid =	 {CEUidZ_6MEwJ:scholar.google.com/},
  journal =	 {{IEEE} Computer},
  year =	 2001,
  volume =	 34,
  number =	 7,
  abstract =	 {In computer games, designers can use artificial
                  intelligence to control individual characters,
                  provide strategic direction to character groups,
                  dynamically change parameters to make the game
                  appropriately challenging, or produce play-by-play
                  commentary. Computer games offer an inexpensive,
                  reliable, and surprisingly accessible environment
                  for conducting research in human-level AI design,
                  often--as in the case of Quake II--with built-in AI
                  interfaces. The author's work with the game's
                  Quakebot demonstrated that researchers can
                  successfully pursue serious study of autonomous AI
                  agents within the context of computer games. This
                  research directly applies to computer-generated
                  forces, which require modeling realistic,
                  entity-level behavior. Studying the impact of
                  changes in reaction time, tactics level, and
                  perceptual and motor skills on over-all Quake II
                  game performance helped to model these
                  behaviors. From its scoring method, which rewards
                  the highest number of kills, it's obvious that Quake
                  II epitomizes violent computer games. The author
                  does not, however, believe that the future of AI in
                  games lies in creating ever more realistic arenas
                  for violence. Thus, he is pursuing further research
                  within the context of creating computer games that
                  emphasize the drama that arises from social
                  interactions between humans and computer
                  characters.},
  keywords =     {ai},
  url =		 {http://jmvidal.cse.sc.edu/library/r7070.pdf},
  cluster = 	 {5490163508536558856}
}
Last modified: Wed Mar 9 10:15:01 EST 2011