Cited by 179Artificial Intelligence in GamesArtificial Intelligence ApplicationsDigital Games and Media

Game AI revisited

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Yannakakis, Geogios N.·2012·Proceedings of the 9th conference on Computing Frontiers

Abstract

More than a decade after the early research efforts on the use of artificial intelligence (AI) in computer games and the establishment of a new AI domain the term ``game AI'' needs to be redefined. Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at different levels of control, varying from navigation and pathfinding to decision making. Commercial-standard games developed over the last 15 years and current game productions, however, suggest that the traditional challenges of game AI have been well addressed via the use of sophisticated AI approaches, not necessarily following or inspired by advances in academic practices. The marginal penetration of traditional academic game AI methods in industrial productions has been mainly due to the lack of constructive communication between academia and industry in the early days of academic game AI, and the inability of academic game AI to propose methods that would significantly advance existing development processes or provide scalable solutions to real world problems. Recently, however, there has been a shift of research focus as the current plethora of AI uses in games is breaking the non-player character AI tradition. A number of those alternative AI uses have already shown a significant potential for the design of better games.

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Research works printed but not linked: 8

  1. [1]1. M. Ambinder. Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience. In Game Developers Conference, 2011.
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  3. [13]13. A. Drachen, C. Thurau, J. Togelius, and G. N. Yannakakis. Game Telemetry and Metrics, chapter Large-scale Data Mining in Games. Springer-Verlag, 2012.
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  6. [49]49. J. Togelius, G. Yannakakis, S. Karakovskiy, and N. Shaker. Believability in Computer Games, chapter Assessing Believability. Springer-Verlag, 2012.
  7. [54]54. B. Weber and M. Mateas. A Data Mining Approach to Strategy Prediction. In Proceedings of the IEEE Symposium on Computational Intelligence in Games, pages 140-147, Milan, Italy, September 2009. IEEE.
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Authors
Yannakakis, G. N.
Affiliations
IT University of Copenhagen, Copenhagen, Denmark
Venue
Proceedings of the 9th conference on Computing Frontiers
Publisher
ACM
Published
2012-05-15
Pages
285-292
OpenAlex
W2041224215
Cited by
179
References
59
Citations by year
2026: 4 · 2025: 7 · 2024: 9 · 2023: 13 · 2022: 8 · 2021: 9 · 2020: 13 · 2019: 18 · 2018: 13 · 2017: 9 · 2016: 19 · 2015: 13 · 2014: 14 · 2013: 21 · 2012: 8
FWCI
13.74
Type
conference paper
Language
en
Open access
Locations
  • ACM International Conference on Computing Frontiers (CF) (publishedVersion)
  • OAR@UM (University of Malta) (submittedVersion, other-oa)
  • IT University Of Copenhagen (IT University of Copenhagen) (submittedVersion)
Funders
  • Ministério da Ciência, Tecnologia e Inovação
  • FP7 Information and Communication Technologies
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence Applications
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
game AI, non-player character behavior, path finding, navigation, decision-making, game design

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