Distribution of Artificial Intelligence in Digital Games

Author(s):  
Shaun Downey ◽  
Darryl Charles

This paper reports on the creation of an application capable of producing intelligent character behavior based on distribution of Artificial Intelligence. To develop, test and experiment on applied Artificial Intelligence, computer games are quickly becoming the ideal simulation test bed for the implementation of computer generated AI. The application of Artificial Intelligence algorithms create immersive game-play where human players can interact with non-player characters and interactions with the environment helps shape the way in which games are played. A-Star pathfinding utilizes a heuristic function implementing cost of moving through a virtual world, this actively affects how an agent responds to a situation and can alter its decision making. This paper describes the implementation of the A-Star algorithm combined with gameplay mechanics used to simulate multi-agent communication within a randomly generated game-world.

2021 ◽  
Vol 101 ◽  
pp. 145-161
Author(s):  
Brian Yueshuai He ◽  
Jinkai Zhou ◽  
Ziyi Ma ◽  
Ding Wang ◽  
Di Sha ◽  
...  

2020 ◽  
Vol 34 (09) ◽  
pp. 13602-13603
Author(s):  
Roman Barták ◽  
Jiří Švancara ◽  
Ivan Krasičenko

Multi-Agent Path Finding (MAPF) deals with finding collision free paths for a set of agents (robots) moving on a graph. The interest in MAPF in the research community started to increase recently partly due to practical applications in areas such as warehousing and computer games. However, the academic community focuses mostly on solving the abstract version of the problem (moving of agents on the graph) with only a few results on real robots. The presented software MAPF Scenario provides a tool for specifying MAPF problems on grid maps, solving the problems using various abstractions (for example, assuming rotation actions or not), simulating execution of plans, and translating the abstract plans to control programs for small robots Ozobots. The tool is intended as a research platform for evaluating abstract MAPF plans on real robots and as an educational and demonstration tool bridging the areas of artificial intelligence and robotics.


2010 ◽  
pp. 209-242
Author(s):  
Ingo Seidel ◽  
Markus Gärtner ◽  
Michael Pöttler ◽  
Helmut Berger ◽  
Michael Dittenbach

In this chapter the authors describe an e-tourism environment that places emphasis on a community driven approach to foster a lively society of travelers. It enables them to exchange travel experiences, recommend tourism destinations or just catch some interesting gossip. Moreover, business transactions such as booking a trip or getting assistance from professional travel agents are a constituent part of this environment. All these interactions happen in an integrated, game-like, 3D virtual world where each tourist is impersonated as an avatar. The authors draw a retrospective on the specification, design and implementation of this e-tourism environment and present the status quo. The authors describe how they applied electronic institutions, a framework developed and employed in the area of multi-agent systems, to the tourism domain. Furthermore, they present their approach to connect a 3D virtual world with electronic institutions. Our goal is to provide a test bed for assessing the acceptance of virtual environments, as a medium to overcome the non-tangible nature of tourism products.


2005 ◽  
Vol 6 (1) ◽  
pp. 85-114
Author(s):  
Stefano Franchi ◽  

Research in Artificial Intelligence has always had a very strong relationship with games and game-playing, and especially with chess. Workers in AI have always denied that this interest was more than purely accidental. Parlor games, they claimed, became a favorite topic of interest because they provided the ideal test case for any simulation of intelligence. Chess is the Drosophila of AI, it was said, with reference to the fruit-fly whose fast reproductive cycle made it into a favorite test bed for genetic theories for almost a century. In this paper I will try to show Artificial Intelligence’s relationship to games is quite different from what this analogy suggests. In fact, I will argue that AI is, at core, a theory of games and a theory of subjectivity as game-playing.


Author(s):  
Mark Grimshaw-Aagaard

Mark Grimshaw-Aagaard addresses the role of sound in the creation of presence in virtual and actual worlds. He argues that imagination is a central part of the generation and selection of perceptual hypotheses—models of the world in which we can act—that emerge from what Grimshaw-Aagaard calls the “exo-environment” (the sensory input) and the “endo-environment” (the cognitive input). Grimshaw-Aagaard further divides the exo-environment into a primarily auditory and a primarily visual dimension and he deals with the actual world of his own apartment and the virtual world of first-person-shooter computer games in order to exemplify how we perceptually construct an environment that allows for the creation of presence.


Author(s):  
Mehdi Dastani ◽  
Paolo Torroni ◽  
Neil Yorke-Smith

AbstractThe concept of anormis found widely across fields including artificial intelligence, biology, computer security, cultural studies, economics, law, organizational behaviour and psychology. The concept is studied with different terminology and perspectives, including individual, social, legal and philosophical. If a norm is an expected behaviour in a social setting, then this article considers how it can be determined whether an individual is adhering to this expected behaviour. We call this processmonitoring, and again it is a concept known with different terminology in different fields. Monitoring of norms is foundational for processes of accountability, enforcement, regulation and sanctioning. Starting with a broad focus and narrowing to the multi-agent systems literature, this survey addresses four key questions: what is monitoring, what is monitored, who does the monitoring and how the monitoring is accomplished.


Author(s):  
Ekaterina Zagrebaeva ◽  

In this article, the author analyzes the possibility of using artificial intelligence as a virtual assistant in making extraordinary transactions. The emergence of the latest information technology contains the potential for modernizing corporate law. The author notes that the development of information and computer technologies is largely due to public and private investments. Artificial intelligence can become a tool for making decisions with a faster reaction rate to an event. Artificial intelligence is the next stage in the development of robotics, giving the robot the ability to independently make a “new” decision that was not previously included in the program. The advantage of using artificial intelligence in this case is its ability to process an incredible amount of data (information) in a short time. The article emphasizes that the purpose of artificial intelligence is to simplify human activities. Thus, it seems possible to involve an intelligent robot as a virtual assistant in the process of coordinating transactions made by legal entities in a special order. At the same time, the author notes that trusting an artificial intelligence operating in the virtual world to vote on the approval of a transaction, which may entail a significant change in the scale of society’s activities up to its termination, carries a significant legal risk, both for the society itself and for members of its governing bodies. The person who is a member of the governing body of the legal entity must vote on the approval of such transactions.


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