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
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