AI in Computer games

Created by W.Langdon from gp-bibliography.bib Revision:1.3872

@MastersThesis{IMM2005-03650,
  author =       "Soren Grubov and Rasmus Hartvig",
  title =        "AI in Computer games",
  year =         "2005",
  school =       "Informatics and Mathematical Modelling, Technical
                 University of Denmark, {DTU}",
  address =      "Richard Petersens Plads, Building 321, {DK-}2800 Kgs.
                 Lyngby",
  note =         "Supervisor: Thomas Bolander \& Hans Bruun",
  URL =          "http://www2.imm.dtu.dk/pubdb/p.php?3650",
  abstract =     "The aim of the project is to explore and demonstrate
                 the potential of common AI techniques in computer
                 games. We will be concentrating on some or all of the
                 following:

                 * Logic-based planning

                 * Neural networks

                 * Genetic programming

                 * Machine learning

                 We will be using game engines from IO Interactive as a
                 framework for implementation, in order to demonstrate
                 these techniques.

                 The primary objective is to achieve a higher level of
                 artificial intelligence in computer games by the usage
                 of logic-based planning. This requires development of a
                 multi agent system, for simulating human-like
                 behaviour, within a computer game.

                 The additionally mentioned techniques are regarded as
                 secondary techniques, which are to be used in
                 conjunction with planning, in order to facilitate more
                 specific behavior like learning or adaptation.
                 Combining one or more of the secondary techniques with
                 the primary technique is a secondary objective. The
                 extension of usage of secondary techniques will be
                 decided at a later stage.

                 Loosely formulated, the project objective is to bridge
                 the gap between the AI planning field and the
                 commercial computer game industry. Alternatively, to
                 assess the distance between the AI field, and the
                 emerging design patterns used in the gaming field. The
                 project can be seen as an advanced application of multi
                 agent theory, building on previous experiences from
                 multi agent system projects.",
  keywords =     "genetic algorithms, genetic programming",
}

Genetic Programming entries for Soren Grubov Rasmus Hartvig

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