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| Content Provider | IEEE Xplore Digital Library |
|---|---|
| Author | Xiao Liu Yao Li Suoju He Yiwen Fu Jiajian Yang Donglin Ji Yang Chen |
| Copyright Year | 2009 |
| Abstract | Adaptive Game AI improves adaptability of opponent AI with the challenge level of the gameplay; as a result the entertainment of game is augmented. Opponent game AI is usually implemented by scripted rules in video games. However MCT (Monte-Carlo for Trees), a most updated algorithm which perform excellent in computer go can also be used to achieve excellent result to control non-player characters (NPCs) in video games. In this paper, the prey and predator game genre of Pac-Man is used as a test-bed, the basic principle of MCT is presented, and the effectiveness of its application to game AI development is demonstrated. Furthermore, in order to reduce the computation intensiveness of Monte-Carlo, ANN (Artificial Neural Network) is used to produce the intelligence of game opponent with the data collected from Monte-Carlo method. The effectiveness and efficiency of the process is proved. |
| Starting Page | 598 |
| Ending Page | 602 |
| File Size | 944663 |
| Page Count | 5 |
| File Format | |
| ISBN | 9780769537368 |
| DOI | 10.1109/ICNC.2009.633 |
| Language | English |
| Publisher | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Publisher Date | 2009-08-14 |
| Publisher Place | China |
| Access Restriction | Subscribed |
| Rights Holder | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Subject Keyword | Keywords: Adaptive Game AI Artificial neural networks Monte-Carlo Telecommunication computing Helium Application software Intelligent networks Games Computer networks Artificial intelligence Pac-Man Testing MCT |
| Content Type | Text |
| Resource Type | Article |
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