Review on foreground artificial intelligence in games

  • Authors

    • Rajjeshwar Ganguly
    • Dubba Rithvik Reddy
    • Revathi Venkataraman
    • Sharanya S
    2018-03-19
    https://doi.org/10.14419/ijet.v7i2.8.10482
  • Artificial Intelligence (AI), Foreground AI (F-AI), Non Playable Character (NPC), First Person Shooter (FPS), Reinforcement Learning (RL).
  • Artificial Intelligence (AI) is applied in almost every field existing in today's world and video games prove to be an excellent ground due to its responsive and intelligent behaviour. The games can be put to use model human- level AI, machine learning and scripting behaviour. This work deals with AI used in games to create more complicated and human like behaviour in the non player characters. Unlike most commercial games, games involving AI don’t use the AI in the background rather it is used in the foreground to enhance player experience. An analysis of use of the AI in a number of existing games is made to identify patterns for AI in games which include decision trees, scripted behaviour and learning agents.

  • References

    1. [1] URL: http://www.chessgames.com/player/deep_blue.html

      [2] Jonathan Schaeffer and Robert Lake, Games of No Chance, MSRI Publications, Volume 29, 1996.

      [3] Michelle McPartland Marcus Gallagher, Reinforcement learning in first person shooter games, Advances in Artificial Intelligence, 2012, 397-408.

      [4] Petrakis, S., Tefas, A., Neural Networks Training for Weapon Selection in First-Person Shooter Games, Advances in Artificial Intelligence, vol. 6354, pp. 417–422. Springer.

      [5] Ronan Le Hy, Anthony Arrigoni, Pierre Bessiere, Olivier Lebeltel, Teaching Bayesian Behaviours to Video Game Characters, HAL, 2007.

      [6] Ryan Marcotte, Howard J. Hamilton, Behaviour Trees for Modeling Artificial Intelligence in Games: A Tutorial, the computer games journal, 2017.

      [7] Leo Galway, Darryl Keith Charles, Michaela M. Black, Machine learning in digital games: A survey, 2008.

      [8] Laird, J. E., van Lent, M., Human-level AI’s Killer Application: Interactive Computer Games, Proceedings of AAAI 2000, pp. 1171-1178, Austin, USA, 2000

      [9] Overholtzer, C.A., Levy, S.D.: Adding Smart Opponents to a First-Person Shooter Video Game through Evolutionary Design. In: Artificial Intelligence and Interactive Digital Entertainment. AAAI Press, USA (2005)

      [10] [10] Sullivan, A. et al. 2012. The Design of Mismanor: Creating a Playable Quest-based Story Game. Proceedings of the International Conference on the Foundations of Digital Games (New York, NY, USA, 2012), 180–187.

      [11] URL: http://www.academia.edu/5806225/Artificial_Intelligence_in_Video_Games_A_Survey_Written_by

      [12] URL: https://link.springer.com/chapter/10.1007/978-3-642-35101-3_34

      [13] URL: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.725.3905&rep=rep1&type=pdf

      [14] Bjork, S. and Holopainen, J. 2004. Patterns in Game Design (Game Development Series). Charles River Media.

      [15] Eladhari, M.P. et al. 2011. {{AI}-Based} Game Design: Enabling New Playable Experiences.

      [16] Sanchez-CrespoDalmau, D.: Core Techniques and Algorithms in Game Programming. New Riders, Indianapolis (2003).

      [17] van Lent, M., Laird, J. E., Buckman, J., Hartford, J., Houchard, S., Steinkraus, K. and Tedrake, R., Intelligent Agents in Computer Games, Proceedings of the National Conference on Artificial Intelligence, pp. 929-930, Orlando, USA, 1999

      [18] Treanor, Mike and Zook, Alexander and Eladhari, Mirjam P and Togelius, Julian and Smith, Gillian and Cook, Michael and Thompson, Tommy and Magerko, Brian and Levine, John and Smith, Adam (2015) AI-based game design patterns. In: Proceedings of the 10th International Conference on the Foundations of Digital Games 2015 (FDG 2015). Society for the Advancement of Digital Games, Santa Cruz.

      [19] Epic Games. (n.d.). Behaviour Trees. Retrieved June 18, 2016, from Unreal Engine Documentation: https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviourTrees/index.html

      [20] Merrill, B. (2013). Building utility decisions into your existing behaviour tree. In S. Rabin (Ed.), Game AI Pro (pp. 127–136). Boston: Charles River Media.

      [21] Rasmussen, J. (2016, April 27). Are behaviour trees a thing of the past? Retrieved August 2, 2016, from Gamasutra: http://www.gamasutra.com/blogs/JakobRasmussen/20160427/271188/Are_Behaviour_Trees_a_Thing_of_the_Past.php

      [22] S.V.Manikanthan and T.Padmapriya “Recent Trends In M2m Communications In 4g Networks And Evolution Towards 5gâ€, International Journal of Pure and Applied Mathematics, ISSN NO:1314-3395, Vol-115, Issue -8, Sep 2017.

      [23] T. Padmapriya and V. Saminadan, “Inter-cell Load Balancing Technique for Multi- class Traffic in MIMO - LTE - A Networksâ€, International Conference on Advanced Computer Science and Information Technology , Singapore, vol.3, no.8, July 2015.

  • Downloads

  • How to Cite

    Ganguly, R., Rithvik Reddy, D., Venkataraman, R., & S, S. (2018). Review on foreground artificial intelligence in games. International Journal of Engineering & Technology, 7(2.8), 453-455. https://doi.org/10.14419/ijet.v7i2.8.10482