Research in human-level AI using computer games
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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Yannakakis, G. N. (2012) · Proceedings of the 9th conference on Computing Frontiers · doi:10.1145/2212908.2212954 · Cited by 179 · see citing works
Believable and Effective AI Agents in Virtual Worlds: Current State and Future Perspectives
Umarov, I., & Mozgovoy, M. (2012) · International Journal of Gaming and Computer-Mediated Simulations · doi:10.4018/jgcms.2012040103 · Cited by 32 · see citing works
- Authors
- Laird, J. E.
- Affiliations
- University of Michigan (US)
- Corresponding author
- Laird, John E.
- ORCID
- 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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