DocumentCode
2125917
Title
Artificial Intelligence Design in a Multiplayer Online Role Playing Game
Author
Ballinger, Christopher A. ; Turner, David A. ; Concepcion, Arturo I.
Author_Institution
Sch. of Comput. Sci. & Eng., California State Univ. San Bernardino, San Bernardino, CA, USA
fYear
2011
fDate
11-13 April 2011
Firstpage
816
Lastpage
821
Abstract
In this paper, we describe our experiences and lessons learned utilizing a rule-based system for implementing the AI in a multi-player online role playing game called Mythic. We explain how we organize AI rules, how those rules are assembled from a database, how sets of rules are assigned to game entities, the different sets of inference rules, the different phases of inference rules, and how we manage facts used by the inference engine. We also review some of the history behind the Mythic project, where it is headed, what a rule-based system is and why we chose to use one for our project. The result of our project is a design that allows us to have diverse AIbehavior and flexibility to reuse code to create new behaviors, but may prove to be inefficient if implemented on systems with a large number of players or many AI controlled game entities.
Keywords
Internet; artificial intelligence; computer games; inference mechanisms; knowledge based systems; AI; Mythic project; artificial intelligence design; game entities; inference engine; inference rules; multiplayer online role playing game; rule based system; Artificial intelligence; Databases; Engines; Games; Graphics; Organizations; Production; artificial intelligence; games; knowledge engineering; rule-based systems;
fLanguage
English
Publisher
ieee
Conference_Titel
Information Technology: New Generations (ITNG), 2011 Eighth International Conference on
Conference_Location
Las Vegas, NV
Print_ISBN
978-1-61284-427-5
Electronic_ISBN
978-0-7695-4367-3
Type
conf
DOI
10.1109/ITNG.2011.142
Filename
5945341
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