Controlling unreal tournament 2004 bots with the logic-based action language GOLOG

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Abstract

Computer games and the accompanying entertainment industry branch has become a major market factor. AI techniques are successfully applied to tasks like path planning or intelligent swarm behavior. On the decision-making level the state of the art are state machines with a fixed set of behaviors. The perception of the computer player is perfect. They exactly know where the other players are located, even if they cannot .see. them. This approach seems to be limited for intelligent decision making. Therefore, we propose another approach. We use a variant of the logic-based action language GOLOG for implementing so-called game bots in the UNREAL TOURNAMENT 2004 environment. First results show that we can compete with the omniscience game bots in the Unreal domain. Copyright © 2005, American Association for Artificial Intelligence (www.aaai.org). All rights reserved.

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Jacobs, S., Ferrein, A., & Lakemeyer, G. (2005). Controlling unreal tournament 2004 bots with the logic-based action language GOLOG. In Proceedings of the 1st Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2005 (pp. 151–152). https://doi.org/10.1609/aiide.v1i1.18730

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