Synthetic Players A Quest for Artificial Intelligence in Computer Games
نویسندگان
چکیده
Synthetic players are the computer-controlled actors in a computer game. In this paper, we describe both the implementation issues and the behavioural expectations related to synthetic players. We recognize the role of synthetic players by analysing the components of games in general and computer games in particular. In 1962 students at MIT competed against each other in the first real-time graphical computer game Spacewar (Graetz 1981). Probably none of them could have dreamt how realistic and complex computer games would turn into in four decades and how large a business would grow around them. However, it took ten years before commercial arcade games such as Pong and Space Invaders created the business in the 1970s and before home computers brought computer games within the reach of all enthusiasts in the 1980s. Since then game development and programming have turned from small amateur enterprises into a more professional and larger-scale industry. Nowadays, the typical time-span of development from an idea to a finished product is about two years and demands the work contribution of 20–50 persons. Game industry is usually compared to film industry, and in 2001 the global market of computer games finally surpassed global film box office. The current estimates of the annual revenue generated by computer games are around €25 billion and the annual growth is predicted to be over ten per cent over the next few years (Game Developers' Association of Australia 2003).
منابع مشابه
Robust Opponent Modeling in Real-Time Strategy Games using Bayesian Networks
Opponent modeling is a key challenge in Real-Time Strategy (RTS) games as the environment is adversarial in these games, and the player cannot predict the future actions of her opponent. Additionally, the environment is partially observable due to the fog of war. In this paper, we propose an opponent model which is robust to the observation noise existing due to the fog of war. In order to cope...
متن کاملIntroduction to the AISBJ Special Issue on Artificial Intelligence Narrative and Games
Realism for synthetic characters, both in computer games and conversational agent mediated applications, requires both visual and behavioural fidelity. One significant area of synthetic character behaviour, that has to date received little attention, is nonverbal behaviour. In identifying the scope and participants of non-verbal behaviour in computer games we first review the range of spatial a...
متن کاملDynamic system of strategic games
Maybe an event can't be modeled completely through one game but there is more chance with several games. With emphasis on players' rationality, we present new properties of strategic games, which result in production of other games. Here, a new attitude to modeling will be presented in game theory as dynamic system of strategic games and its some applications such as analysis of the clash betwe...
متن کاملScaling Games to Epic Proportions
We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers or players have to create complex, dynamic behavior for a very small number of characters, but neither the game engines nor the style of AI...
متن کاملGoal-Directed Hierarchical Dynamic Scripting for RTS Games
Learning how to defeat human players is a challenging task in today’s commercial computer games. This paper suggests a goal-directed hierarchical dynamic scripting approach for incorporating learning into real-time strategy games. Two alternatives for shortening the re-adaptation time when using dynamic scripting are also presented. Finally, this paper presents an effective way of throttling th...
متن کامل