Vidal's libraryTitle: | 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. |
Cited by 47 - Google Scholar
@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