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A method for online adaptation of computer-game AI rulebase

Published: 14 June 2006 Publication History

Abstract

It is not an easy task to balance the level of computer controlled characters that play computer games against human players. In this paper, we focus on a method called Dynamic Scripting (DS) that has been recently proposed for this task. This method online updates rule weights in rule-base that describe the behavior of the computer controlled character. However, the weight updating mechanism of DS is not effective if improper initialization of the rulebase is done. To cope with this problem, we propose a complementary technique to DS that replaces inefficient rules with newly generated rules. Evaluation of the proposed technique is conducted confirming its effectiveness.

References

[1]
D. M. Bourg and G. Seemann. AI For Game Developers. Oreilly & Associates Inc, 2004.
[2]
B. Pfeifer. Narrative Combat: Using AI to Enhance Tension in an Action Game. Game Programming Gems 4, pp. 315--324, 2004.
[3]
P. Spronck. Adaptive Game AI. Ph.D. Thesis, Maastricht University Press, Maastricht, The Netherlands, 2005.
[4]
P. Spronck. Dynamic Scripting. Game AI Programming Wisdom 3. Ed. Steve Rabin, pp. 661--675. Charles River Media, Hingham, MA, 2006.

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  1. A method for online adaptation of computer-game AI rulebase

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    cover image ACM Conferences
    ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
    June 2006
    572 pages
    ISBN:1595933808
    DOI:10.1145/1178823
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 14 June 2006

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    Author Tags

    1. computer controlled characters
    2. computer games
    3. dynamic scripting
    4. game design
    5. rulebase

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    Overall Acceptance Rate 36 of 90 submissions, 40%

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    • (2020)A novel real-time design for fighting game AIEvolving Systems10.1007/s12530-020-09351-4Online publication date: 18-Jul-2020
    • (2015)Advanced Dynamic Scripting for Fighting Game AIEntertainment Computing - ICEC 201510.1007/978-3-319-24589-8_7(86-99)Online publication date: 1-Dec-2015
    • (2010)Controlling bots in a First Person Shooter game using genetic algorithmsIEEE Congress on Evolutionary Computation10.1109/CEC.2010.5586059(1-8)Online publication date: Jul-2010

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