This paper proposes an Integrated MDP and POMDP Learning AgeNT (IMPLANT) architecture for adaptation in modern games. The modern game world basically involves a human player actin...
Developing computer game agents is often a lengthy and expensive undertaking. Detailed domain knowledge and decision-making procedures must be encoded into the agent to achieve re...
Nan Li, David J. Stracuzzi, Gary Cleveland, Tolga ...
In this paper, we describe a computational system that generates story analogues based on previous stories. Unlike many previous works on story generation that attempt to produce ...
Players perceive information about game environments through a virtual camera. While a significant discussion in the industry and in academic research circles has centered around ...
Arnav Jhala, Martin Schwartz, Hector Perez Martine...
Traditionally, there have been two large obstacles faced in attempting to apply AI techniques to games and other virtual environments. The first obstacle is the gap between the la...
Although in theory opponent modeling can be useful in any adversarial domain, in practice it is both difficult to do accurately and to use effectively to improve game play. In thi...
Kennard Laviers, Gita Sukthankar, David W. Aha, Ma...
We present a case-based reasoning technique for selecting build orders in a real-time strategy game. The case retrieval process generalizes features of the game state and selects ...
Design of game worlds is becoming more and more laborintensive because of the increasing demand and complexity of content. This is being partially addressed by developing semi-aut...
In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. ...
Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanle...