Predictive control for artificial intelligence in computer games

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Abstract

The subject of this paper is artificial intelligence (AI) of non-player characters in computer games, i.e. bots. We develop an idea of game AI based on predictive control. Bot's activity is defined by a currently realized plan. This plan results from an optimization process in which random plans are continuously generated and reselected. We apply our idea to implement a bot for the game Half-Life. Our bot, Randomly Planning Fighter (RPF), defeats the bot earlier designed for Half-Life with the use of behavior-based techniques. The experiments prove that on-line planning can be feasible in rapidly changing environment of modern computer games. © 2008 Springer-Verlag Berlin Heidelberg.

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APA

Wawrzyński, P., Arabas, J., & Cichosz, P. (2008). Predictive control for artificial intelligence in computer games. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5097 LNAI, pp. 1137–1148). https://doi.org/10.1007/978-3-540-69731-2_107

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