• DocumentCode
    2876238
  • Title

    An Approach of Real-Time Team Behavior Control in Games

  • Author

    She, Yingying ; Grogono, Peter

  • Author_Institution
    Dept. of Comput. Sci. & Software Eng., Concordia Univ., Montreal, QC, Canada
  • fYear
    2009
  • fDate
    2-4 Nov. 2009
  • Firstpage
    546
  • Lastpage
    550
  • Abstract
    The design of NPC (non-player character) is an analytic process. It is relying on assumptions of human game players´ behavior. In practice, however, different PCs (player characters) often exhibit variable behavior, making them difficult to predicate and complicating the design process. In this paper, we describe an approach for team AI planning and learning. This approach is based on procedural knowledge and a layered multi-agent architecture. We implement real-time transfer learning and adaptive mechanism for the team of NPCs. The team can react to the human player with the tactical awareness of seasoned team behavior. Results indicate that the approach of using the hybrid of transfer learning and adaptive mechanism can improve NPCs´ overall performance in real-time.
  • Keywords
    artificial intelligence; computer games; multi-agent systems; software architecture; adaptive mechanism; human game player behavior; multiagent architecture; nonplayer character; player characters; real-time team behavior control; real-time transfer learning; tactical awareness; team AI planning; Artificial intelligence; Bismuth; Computer science; Databases; Debugging; Design engineering; Humans; Production; Software engineering; State-space methods; AI; Game; Multi-agent;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Tools with Artificial Intelligence, 2009. ICTAI '09. 21st International Conference on
  • Conference_Location
    Newark, NJ
  • ISSN
    1082-3409
  • Print_ISBN
    978-1-4244-5619-2
  • Electronic_ISBN
    1082-3409
  • Type

    conf

  • DOI
    10.1109/ICTAI.2009.99
  • Filename
    5366965