2015
DOI: 10.1109/tciaig.2014.2339221
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A Panorama of Artificial and Computational Intelligence in Games

Abstract: Abstract-This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how the different core research areas within this field inform and interact with each other, both actually and potentially. We identify ten main research areas within this field: NPC behavior learning, search and planning, player modeling, games as AI benchmarks, procedural content generation, computational narrative, believable agents, AI-assisted … Show more

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Cited by 136 publications
(83 citation statements)
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“…Artificial intelligence in commercial games is often programmed using state machines, search algorithms, and hand-crafted features, whereas recent research in artificial game intelligence is more focused on machine learning techniques like evolutionary strategies and reinforcement learning [1]. Using these machine learning techniques can lead to more advanced and diverse behaviour for game agents, making them more believable.…”
Section: Introductionmentioning
confidence: 99%
“…Artificial intelligence in commercial games is often programmed using state machines, search algorithms, and hand-crafted features, whereas recent research in artificial game intelligence is more focused on machine learning techniques like evolutionary strategies and reinforcement learning [1]. Using these machine learning techniques can lead to more advanced and diverse behaviour for game agents, making them more believable.…”
Section: Introductionmentioning
confidence: 99%
“…This is the result of academic research and commercial game development trying to solve different problems: academic researchers want general solutions to generic and preferably deep problems, whereas commercial developers want something that works well enough and looks good enough in a particular context [8]. For example, as a result of researching Interactive Storytelling(IS), the video game "Façade" [9] was created and became regarded as the future of IS (and still is widely cited in IS research) [10].…”
Section: Introductionmentioning
confidence: 99%
“…These algorithms follow a generate-and-test scheme and assign real values to each solution in order to measure its quality, instead of accepting or rejecting them. Although evolutionary algorithms are a common choice when developing SBPCG techniques, they are not unique and we are able to use other kind of algorithms in this context (like, for example, planning methods [11]). …”
Section: Introductionmentioning
confidence: 99%