Game AI revisited
Open accessAbstract
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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- 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
- Semantic Scholar
- 2d0b34e31f02455c2d370a84645b295af6d59702
- 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
- green
- www.um.edu.mt
- 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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