A modern approach to design and integrate conceptual methods in video games with artificial intelligence

2017 ◽  
Vol 4 (8) ◽  
pp. 9100-9106
Tata A.S.K. Ishwarya ◽  
R.China Appala Naidu ◽  
K. Meghana ◽  
G. Prabhakar Reddy
Tse Guan Tan ◽  
Jason Teo

AbstrakTeknik Kecerdasan Buatan (AI) berjaya digunakan dan diaplikasikan dalam pelbagai bidang, termasukpembuatan, kejuruteraan, ekonomi, perubatan dan ketenteraan. Kebelakangan ini, terdapat minat yangsemakin meningkat dalam Permainan Kecerdasan Buatan atau permainan AI. Permainan AI merujukkepada teknik yang diaplikasikan dalam permainan komputer dan video seperti pembelajaran, pathfinding,perancangan, dan lain-lain bagi mewujudkan tingkah laku pintar dan autonomi kepada karakter dalampermainan. Objektif utama kajian ini adalah untuk mengemukakan beberapa teknik yang biasa digunakandalam merekabentuk dan mengawal karakter berasaskan komputer untuk permainan Ms Pac-Man antaratahun 2005-2012. Ms Pac-Man adalah salah satu permainan yang digunakan dalam siri pertandinganpermainan diperingkat antarabangsa sebagai penanda aras untuk perbandingan pengawal autonomi.Kaedah analisis kandungan yang menyeluruh dijalankan secara ulasan dan sorotan literatur secara kritikal.Dapatan kajian menunjukkan bahawa, walaupun terdapat berbagai teknik, limitasi utama dalam kajianterdahulu untuk mewujudkan karakter permaianan Pac Man adalah kekurangan Generalization Capabilitydalam kepelbagaian karakter permainan. Hasil kajian ini akan dapat digunakan oleh penyelidik untukmeningkatkan keupayaan Generalization AI karakter permainan dalam Pasaran Permainan KecerdasanBuatan. Abstract Artificial Intelligence (AI) techniques are successfully used and applied in a wide range of areas, includingmanufacturing, engineering, economics, medicine and military. In recent years, there has been anincreasing interest in Game Artificial Intelligence or Game AI. Game AI refers to techniques applied incomputer and video games such as learning, pathfinding, planning, and many others for creating intelligentand autonomous behaviour to the characters in games. The main objective of this paper is to highlightseveral most common of the AI techniques for designing and controlling the computer-based charactersto play Ms. Pac-Man game between years 2005-2012. The Ms. Pac-Man is one of the games that used asbenchmark for comparison of autonomous controllers in a series of international Game AI competitions.An extensive content analysis method was conducted through critical review on previous literature relatedto the field. Findings highlight, although there was various and unique techniques available, the majorlimitation of previous studies for creating the Ms. Pac-Man game characters is a lack of generalizationcapability across different game characters. The findings could provide the future direction for researchersto improve the Generalization A.I capability of game characters in the Game Artificial Intelligence market.

Iskander Umarov ◽  
Maxim Mozgovoy

The rapid development of complex virtual worlds (most notably, in 3D computer and video games) introduces new challenges for the creation of virtual agents, controlled by artificial intelligence (AI) systems. Two important subproblems in this topic area which need to be addressed are (a) believability and (b) effectiveness of agents’ behavior, i.e., human-likeness of the characters and high ability to achieving their own goals. In this paper, the authors study current approaches to believability and effectiveness of AI behavior in virtual worlds. They examine the concepts of believability and effectiveness, and analyze several successful attempts to address these challenges.

2020 ◽  
pp. 43-58
Desireé Torres Lozano

ResumenEl presente artículo tiene como finalidad definir la IA y poner en discusión su injerencia social, así como las consecuencias éticas que esto conlleva, ya que la construcción del hombre contemporáneo debe tener en cuenta el trato con estos sistemas. Definiremos qué es la inteligencia, cómo es que se le ha llamado inteligencia a los procesos de las máquinas y podremos establecer un diálogo entre la influencia ética que conlleva el trato con las mismas. Palabras clave Inteligencia artificial; Ética; Sistemas; Tecnología; Hombre Referencias Aristóteles, De Anima, Madrid: Gredos, 2000. ___, Ética a Nicómaco, Madrid: Gredos, 2000. ___, Política, Madrid, Gredos, 2003. Aspe, V. Nuevos sentidos mimesis en la Poética de Aristóteles, en Tópicos, Revista de filosofía, México: Tópicos, 2005. Bellman, Richard, An Introduction To Artificial Intelligence, San Francisco: Boyd and Fraser Publishing Company, 1978. Büchner et al, Discovering Internet Marketing Intelligence through Web Log Mining, Antrin, Mine it, Newtownabbey: University of Ulster Shore Road, 1998. Corominas, Pascual, Diccionario Crítico Etimológico Castellano e Hispánico, Madrid, Gredos, 2002. Descartes, Meditaciones Metafísicas, Gredos, Madrid, 2000. Elaine Rich, Kevin Knight, Artificial Intelligence, New Delhi: McGraw-Hill, 1991. Bude, Gesellschaft der Angst, Hamburgo: Hamburger Edition HIS, 2014. Heidegger, Platon: Sophistes, Frankfurt: Vittorio Klostermann, 1992. ___, Über den Humanismus, Frankfurt: Vittorio Klostermann, 1949. ___, Was heisst denken?, Frankfurt Am Main: Vittorio Klostermann, 2002. Hickock, Gregory, The Myth of Mirror Neurons. The Real Neuroscience of communication and cognition, Nueva York: W. W. Norton & ­Company, 2014. J. Haugeland, Artificial Intelligence: The very idea, Cambridge: MIT Press, 1985. Kirk, G.S. y Raven, J. E., Los filósofos presocráticos, Madrid: Gredos, 1970. Kurzweil Raymond, The Age of Intelligent Machines, Cambridge: MIT Press, 1990. Mariarosaria Taddeo, Luciano Floridi, How AI can be a force for good, en Science, Vol. 361, Issue 6404, Oxford: Oxford University, 2018. Nils Johan Nilsson, Artificial Intelligence: A new synthesis, USA: Morgan Kaufmann, 1998. Platón, Cratilo, Madrid, Gredos, 2004. Poole David et al, Computational Intelligence, a Logical Approach, Oxford: Oxford University, 1998. Press, Gill, A Very Short History Of Artificial Intelligence (AI), USA: Forbes, 2016. Russell, Norvig, Artificial Intelligence, A Modern Approach, New Jersey, Pearson, 2010. Armstrong, S., & K. Sotala, ​How we​’re predicting AI​ or failing to,​ Beyond Artificial Intelligence, Machine Intelligence Research Institute, Pilsen: University of West Bohemia,2015. Turing Alan, MIND, Computing Machinery and Intelligence, Cambridge: A Quarterly Review of Psychology and Philosophy, 1950. Winston Patrick Henry, Artificial intelligence, USA: Addison Wesley, Publishing Company, 1992.

Luis Alberto Casillas Santillan ◽  
Johor Ismael Jara Gonzalez

This article describes how current video games offer an extreme use of media fusion. Such construction implies a novel form of complexity regarding game control and active response from game to player. All of these elements produce deeper immersion effect in players. In order to perform a detailed supervision over this kind of game, additional controls should be included in game. Some of these controls are the moving and decision schemes. Authors believe that players move around virtual scenarios following some sort of pattern. Every player would have a specific pattern, according to his/her experience and capability to manage the gamepad layout. Current proposal consists in a 3D geometrical model surrounding player's avatar. Data unwittingly provided by the player, have elements to discover and, eventually, learn some gamers' patterns. The availability of these patterns would allow an improved game response and even the possibility of machine learning, as well as other artificial intelligence strategies. Every 3D game may include the model proposed in this paper, due to its noninvasive operation.

2020 ◽  
Vol 35 (7) ◽  
pp. 557-560
Lou Barbe ◽  
Cendrine Mony ◽  
Benjamin W. Abbott

1995 ◽  
Vol 9 (2) ◽  
pp. 215-218 ◽  
Antoni Ligeza

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