Artificial intelligence (AI) technology can have a dramatic impact on the quality of video games. AI planning techniques are useful in a wide range of game components, including m...
In this paper we discuss our work on using the incongruity measure from psychological literature to scale the difficulty level of a game online to the capabilities of the human pl...
Giel van Lankveld, Pieter Spronck, Matthias Rauter...
Planning in domains with temporal and numerical properties is an important research problem. One application of this is the resource production problem in real-time strategy (RTS)...
Hei Chan, Alan Fern, Soumya Ray, Nick Wilson, Chri...
Many of the benchmark domains in AI planning are tractable on an individual basis. In this paper, we seek a theoretical, domain-independent explanation for their tractability. We ...
Often, video game designers must choose between creating a linear experience, and designing an open world with many different story lines that fail to form a tightly crafted narra...
We introduce the Linear Resource Temporal Network (LRTN), which consists of activities that consume or produce a resource, subject to absolute and relative metric temporal constra...
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks a...
This paper demonstrates the applicability of reinforcement learning for first person shooter bot artificial intelligence. Reinforcement learning is a machine learning technique wh...