scholarly journals Artificial Intelligence Accidentally Learned Ecology through Video Games

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


Author(s):  
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.


Author(s):  
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.


2018 ◽  
Vol 181 (19) ◽  
pp. 1-3
Author(s):  
Priya Rana ◽  
Parthik Bhardwaj ◽  
Jyotsna Singh

Author(s):  
Kenji Tamura ◽  
◽  
Takashi Torii ◽  

These days, artificial intelligence (AI) has been used in game AI. Additionally, video game AI is studied actively in late years, for example, application of commercial game or competition etc. In many video games of recent years, real-time action and non-player characters have been required to attract players. This paper describes how to develop a ghost team controller using evolutionary system to play the video game, Ms Pac-Man. Ms Pac-Man has been used as a testbed of AI, especially multi-agent system. We propose a method to generate the ghost team controller with Grammatical Evolution. In case of developingMs Pacman agent with Evolutionary Computation using fitness function, the criterion of the fitness is used its obtained high score in many cases. In contrast, ghost team has to prevent Ms Pac-man to get high score, namely hold score in check. However, if Ms Pacman is captured in low score by accident, its ghost strategy have a possibility to survive next generation, and if the ghosts pursue Ms Pac-man in a line, agent isn’t captured for all time. Therefore developing ghost team agent is required to avoid these issues, and we introduced a penalty to the fitness, grammar like instinct and to attack Ms Pac-Man on both sides. This paper introduces experimental data about the ghost team controller for Ms Pac-Man versus ghost team, we used ghost team agents and tested them Ms Pac-Man agents. The experimental results showed that proposed system could catchMs Pac-Man agent compare with simple hand-coded ghost teams, and the evolved controller we made worked effectively. These results are concluded that proposed method works effectively for generating ghost controller.


2017 ◽  
Vol 4 (8) ◽  
pp. 9100-9106
Author(s):  
Tata A.S.K. Ishwarya ◽  
R.China Appala Naidu ◽  
K. Meghana ◽  
G. Prabhakar Reddy

Sign in / Sign up

Export Citation Format

Share Document