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Conference Paper: Opponent-based tactic selection for a first person shooter game

TitleOpponent-based tactic selection for a first person shooter game
Authors
KeywordsAdaptive Ai
Machine Learning
Opponent Modeling
Quake 3
Student Modeling
Video Games
Issue Date2011
Citation
Icaart 2011 - Proceedings Of The 3Rd International Conference On Agents And Artificial Intelligence, 2011, v. 1, p. 591-594 How to Cite?
AbstractVideo games are quickly becoming a significant part of society with a growing industry that employs a wide range of talent, from programmers to graphic artists. Video games are also becoming an interesting and useful testbed for Artificial Intelligence research. Complex, realistic environmental constraints, as well as performance considerations demand highly efficient AI techniques. At the same time, the AI component of a video game may define the ongoing commercial success, or failure, of a particular game or game engine. This research details an approach to opponent modeling in a first person shooter game, and evaluates proficiency gains facilitated by such a technique. Information about the user is recorded and used by the existing Artificial Intelligence component to select tactics for any given opponent. The evaluation results show that when computer characters use such modeling they are more effective than when they do not model their opponent.
Persistent Identifierhttp://hdl.handle.net/10722/179608
References

 

DC FieldValueLanguage
dc.contributor.authorThomson, Den_US
dc.contributor.authorMitrovic, Aen_US
dc.date.accessioned2012-12-19T10:00:10Z-
dc.date.available2012-12-19T10:00:10Z-
dc.date.issued2011en_US
dc.identifier.citationIcaart 2011 - Proceedings Of The 3Rd International Conference On Agents And Artificial Intelligence, 2011, v. 1, p. 591-594en_US
dc.identifier.urihttp://hdl.handle.net/10722/179608-
dc.description.abstractVideo games are quickly becoming a significant part of society with a growing industry that employs a wide range of talent, from programmers to graphic artists. Video games are also becoming an interesting and useful testbed for Artificial Intelligence research. Complex, realistic environmental constraints, as well as performance considerations demand highly efficient AI techniques. At the same time, the AI component of a video game may define the ongoing commercial success, or failure, of a particular game or game engine. This research details an approach to opponent modeling in a first person shooter game, and evaluates proficiency gains facilitated by such a technique. Information about the user is recorded and used by the existing Artificial Intelligence component to select tactics for any given opponent. The evaluation results show that when computer characters use such modeling they are more effective than when they do not model their opponent.en_US
dc.languageengen_US
dc.relation.ispartofICAART 2011 - Proceedings of the 3rd International Conference on Agents and Artificial Intelligenceen_US
dc.subjectAdaptive Aien_US
dc.subjectMachine Learningen_US
dc.subjectOpponent Modelingen_US
dc.subjectQuake 3en_US
dc.subjectStudent Modelingen_US
dc.subjectVideo Gamesen_US
dc.titleOpponent-based tactic selection for a first person shooter gameen_US
dc.typeConference_Paperen_US
dc.identifier.emailThomson, D: dthomson@hku.hken_US
dc.identifier.authorityThomson, D=rp00788en_US
dc.description.naturelink_to_subscribed_fulltexten_US
dc.identifier.scopuseid_2-s2.0-79960146006en_US
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-79960146006&selection=ref&src=s&origin=recordpageen_US
dc.identifier.volume1en_US
dc.identifier.spage591en_US
dc.identifier.epage594en_US
dc.identifier.scopusauthoridThomson, D=7202586830en_US
dc.identifier.scopusauthoridMitrovic, A=7003631144en_US

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