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  1. IEEE Transactions on Computational Intelligence and AI in Games
  2. Year : 2009 Volume : 1
  3. Issue 3
  4. Runtime Behavior Adaptation for Real-Time Interactive Games
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Year : 2015 Volume : 7
Year : 2014 Volume : 6
Year : 2013 Volume : 5
Year : 2012 Volume : 4
Year : 2011 Volume : 3
Year : 2010 Volume : 2
Year : 2009 Volume : 1
Issue 4
Issue 3
Table of contents
IEEE Transactions on Computational Intelligence and AI in Games publication information
A Turing Test for Computer Game Bots
Runtime Behavior Adaptation for Real-Time Interactive Games
Planning-Based Narrative Generation in Simulated Game Universes
Relationship Between Generalization and Diversity in Coevolutionary Learning
Proactive Mediation in Plan-Based Narrative Environments
IEEE Computational Intelligence Society Information
IEEE Transactions on Computational Intelligence and AI in Games Information for authors
Issue 2
Issue 1

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Runtime Behavior Adaptation for Real-Time Interactive Games

Content Provider IEEE Xplore Digital Library
Author Mehta, M. Ram, A.
Copyright Year 2009
Abstract Intelligent agents working in real-time domains need to adapt to changing circumstance so that they can improve their performance and avoid their mistakes. AI agents designed for interactive games, however, typically lack this ability. Game agents are traditionally implemented using static, hand-authored behaviors or scripts that are brittle to changing world dynamics and cause a break in player experience when they repeatedly fail. Furthermore, their static nature causes a lot of effort for the game designers as they have to think of all imaginable circumstances that can be encountered by the agent. The problem is exacerbated as state-of-the-art computer games have huge decision spaces, interactive users, and real-time performance that make the problem of creating AI approaches for these domains harder. In this paper, we address the issue of nonadaptivity of game playing agents in complex real-time domains. The agents carry out runtime adaptation of their behavior sets by monitoring and reasoning about their behavior execution to dynamically carry out revisions on the behaviors. The behavior adaptation approaches have been instantiated in two real-time interactive game domains. The evaluation results show that the agents in the two domains successfully adapt themselves by revising their behavior sets appropriately.
Starting Page 187
Ending Page 199
Page Count 13
File Size 1520616
File Format PDF
ISSN 1943068X
Volume Number 1
Issue Number 3
Language English
Publisher Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Publisher Date 2009-09-01
Publisher Place U.S.A.
Access Restriction Subscribed
Rights Holder Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Subject Keyword Runtime Game theory Artificial intelligence Humans Computational intelligence Monitoring Delay Decision making Ergonomics Software tools failure-driven learning Computer game AI
Content Type Text
Resource Type Article
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