Cited by 100Artificial Intelligence in GamesAI-based Problem Solving and PlanningPsychiatry, Mental Health, Neuroscience

Research in human-level AI using computer games

Laird, John E.·2002·Communications of the ACM

Abstract

ata structures and John E. Laird # RESEARCH IN HUMAN-LEVEL USING COMPUTER GAMES Figure 1. Example Unreal Tournament character. controls for the computer-controlled bots. We interface our AI engine (Soar) through the DLL to control a bot that a human plays against [2]. One attractive feature of Quake II is there are editors available for users to create their own game environments. Our goal in using Quake II was to discover what was necessary to create an AI bot that played the game in much the same way a human plays the game. We designed our bots to use sensory information similar to what is available to a human, use the controls similar to those used by a human, and use some of the tactics that humans use. For sensing, the bots can "see" other players and items that are not obstructed by other entities or features (such as walls) in the environment. However, it is difficult to extract spatial information about the physical environment from the game, such as walls and doors,

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Crossref · 10.1145/502269.502290

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Authors
Laird, J. E.
Affiliations
University of Michigan (US)
Corresponding author
Laird, John E.
Venue
Communications of the ACM
Published
2002-01
Volume
45
Issue
1
Pages
32-35
ISSN
  • 0001-0782 (ISSN-L)
  • 1557-7317
OpenAlex
W2021171258
Cited by
100
References
0
Citations by year
2023: 1 · 2022: 1 · 2021: 2 · 2020: 5 · 2019: 4 · 2018: 2 · 2017: 1 · 2016: 3 · 2015: 3 · 2014: 6 · 2013: 4 · 2012: 6
FWCI
9.34
Type
journal article
Language
en
Open access
closed
Locations
Communications of the ACM (publishedVersion)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › AI-based Problem Solving and Planning
  • Physical Sciences › Computer Science › Artificial Intelligence › Psychiatry, Mental Health, Neuroscience
Keywords
human-level AI, video games, game-playing bots, Soar cognitive architecture, Unreal Tournament, human-AI comparison, spatial perception

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