CAN: Case-based reasoning in an adversarial non-player character
Game development, which was primarily driven by the desire to achieve realistic graphics, is now turning to other innovations such as applying Artificial Intelligence (AI) techniques (Cunningham, et al., 2003). AI algorithms of heuristic nature such as the A* path finding algorithm, A-Life/flocking...
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oai:animorepository.dlsu.edu.ph:faculty_research-60512022-04-05T08:42:17Z CAN: Case-based reasoning in an adversarial non-player character Africa, Anne Marie M. Cortez, Karmela Angela G. Fontanilla, Gian Kristian A. Go, Paul Michael O. Cheng, Danny C. Game development, which was primarily driven by the desire to achieve realistic graphics, is now turning to other innovations such as applying Artificial Intelligence (AI) techniques (Cunningham, et al., 2003). AI algorithms of heuristic nature such as the A* path finding algorithm, A-Life/flocking algorithms, and Fuzzy State Machines (FSMs) are well understood in the context of computer games (Cunningham et al, 2001). However, such algorithms only make use of simple decision making and still lack the ability to learn (Bernon). One type of game that requires this kind of learning is real-time strategy games. This research intends to design an adversarial Non Player Characters (NPC) that learns strategies in a real time strategy (RTS) game. 2022-04-06T04:05:20Z text https://animorepository.dlsu.edu.ph/faculty_research/5168 Faculty Research Work Animo Repository Artificial intelligence Games of strategy (Mathematics) Game theory—Computer programs Computer Sciences |
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Artificial intelligence Games of strategy (Mathematics) Game theory—Computer programs Computer Sciences Africa, Anne Marie M. Cortez, Karmela Angela G. Fontanilla, Gian Kristian A. Go, Paul Michael O. Cheng, Danny C. CAN: Case-based reasoning in an adversarial non-player character |
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Game development, which was primarily driven by the desire to achieve realistic graphics, is now turning to other innovations such as applying Artificial Intelligence (AI) techniques (Cunningham, et al., 2003). AI algorithms of heuristic nature such as the A* path finding algorithm, A-Life/flocking algorithms, and Fuzzy State Machines (FSMs) are well understood in the context of computer games (Cunningham et al, 2001). However, such algorithms only make use of simple decision making and still lack the ability to learn (Bernon). One type of game that requires this kind of learning is real-time strategy games. This research intends to design an adversarial Non Player Characters (NPC) that learns strategies in a real time strategy (RTS) game. |
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Africa, Anne Marie M. Cortez, Karmela Angela G. Fontanilla, Gian Kristian A. Go, Paul Michael O. Cheng, Danny C. |
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Africa, Anne Marie M. Cortez, Karmela Angela G. Fontanilla, Gian Kristian A. Go, Paul Michael O. Cheng, Danny C. |
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Africa, Anne Marie M. |
title |
CAN: Case-based reasoning in an adversarial non-player character |
title_short |
CAN: Case-based reasoning in an adversarial non-player character |
title_full |
CAN: Case-based reasoning in an adversarial non-player character |
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CAN: Case-based reasoning in an adversarial non-player character |
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CAN: Case-based reasoning in an adversarial non-player character |
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can: case-based reasoning in an adversarial non-player character |
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Animo Repository |
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2022 |
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https://animorepository.dlsu.edu.ph/faculty_research/5168 |
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