Abstract
Modern video games have become an important part of AI research in the past years, largely thanks to the characteristics of their environment and the challenges they pose to AI researchers. This paper is a a survey of the current game AI state of the art and highlights important achievements in this field. An adaptive multi-agent system that can be deployed on a cloud infrastructure to solve computational constraints of advanced machine learning methods is also presented.
Access provided by Autonomous University of Puebla. Download to read the full chapter text
Chapter PDF
Similar content being viewed by others
References
Lewis, J.M., Trinh, P., Kirsh, D.: A corpus analysis of strategy video game play in starcraft: Brood war. In: Proceedings of the 33rd Annual Conference of the Cognitive Science Society (2011)
Laird, J.E., van Lent, M.: Human-level ai’s killer application: Interactive computer games. In: Proceedings of the Seventeenth National Conference on Artificial Intelligence and Twelfth Conference on Innovative Applications of Artificial Intelligence. pp. 1171–1178, AAAI Press (2000)
Buro, M.: Real-time strategy gaines: a new ai research challenge. In: Proceedings of the 18th International Joint Conference on Artificial Intelligence, IJCAI 2003, pp. 1534–1535. Morgan Kaufmann Publishers Inc., San Francisco (2003)
Yildirim, S., Stene, S.B.: A survey on the need and use of ai in game agents. In: Proceedings of the 2008 Spring Simulation Multiconference, SpringSim 2008, pp. 124–131. Society for Computer Simulation International, San Diego (2008)
Aha, D.W., Molineaux, M., Ponsen, M.: Learning to win: Case-based plan selection in a real-time strategy game. In: Muñoz-Ávila, H., Ricci, F. (eds.) ICCBR 2005. LNCS (LNAI), vol. 3620, pp. 5–20. Springer, Heidelberg (2005)
Langley, P., Choi, D.: A unified cognitive architecture for physical agents. In: Proceedings of the 21st National Conference on Artificial Intelligence, AAAI 2006, vol. 2, pp. 1469–1474. AAAI Press (2006)
Muñoz-Avila, H., Jaidee, U., Aha, D.W., Carter, E.: Goal-driven autonomy with case-based reasoning. In: Bichindaritz, I., Montani, S. (eds.) ICCBR 2010. LNCS, vol. 6176, pp. 228–241. Springer, Heidelberg (2010)
Josyula, D.P.: A unified theory of acting and agency for a universal interfacing agent. PhD thesis, College Park, MD, USA, AAI3202442 (2005)
Szczepanski, T., Aamodt, A.: Case-based reasoning for improved micromanagement in real-time strategy games. In: Proceedings of the Workshop on Case-Based Reasoning for Computer Games, 8th International Conference on Case-Based Reasoning, ICCBR 2009, pp. 139–148 (July 2009)
McGee, K., Abraham, A.T.: Real-time team-mate ai in games: a definition, survey, & critique. In: Proceedings of the Fifth International Conference on the Foundations of Digital Games, FDG 2010, pp. 124–131. ACM, New York (2010)
Choi, D.: Reactive goal management in a cognitive architecture. Cogn. Syst. Res. 12(3-4), 293–308 (2011)
Hartley, T., Mehdi, Q.: Online action adaptation in interactive computer games, vol. 7, pp. 28:1–28:31. ACM, New York (2009)
Grey, J., Bryson, J.J.: Procedural quests: A focus for agent interaction in role-playing-games. In: Proceedings of the AISB 2011 Symposium: AI & Games (2011)
Claypool, M., Claypool, K.: Latency and player actions in online games. Commun. ACM 49(11), 40–45 (2006)
Ballinger, C.A., Turner, D.A., Concepcion, A.I.: Artificial intelligence design in a multiplayer online role playing game. In: Proceedings of the 2011 Eighth International Conference on Information Technology: New Generations, ITNG 2011, pp. 816–821. IEEE Computer Society, Washington, DC (2011)
Synnaeve, G., Bessière, P.: Bayesian modeling of a human mmorpg player. CoRR abs/1011.5480 (2010)
Aranda, G., Botti, V., Carrascosa, C.: Mmog based on mas: the mmog layer. In: Proceedings of the 8th International Conference on Autonomous Agents and Multiagent Systems, AAMAS 2009, Richland, SC, pp. 1149–1150. International Foundation for Autonomous Agents and Multiagent Systems (2009)
Synnaeve, G., Bessière, P.: Special tactics: A bayesian approach to tactical decision-making. In: CIG, pp. 409–416 (2012)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer International Publishing Switzerland
About this paper
Cite this paper
Iuhasz, G., Munteanu, V.I., Negru, V. (2014). A Survey of Adaptive Game AI: Considerations for Cloud Deployment. In: Zavoral, F., Jung, J., Badica, C. (eds) Intelligent Distributed Computing VII. Studies in Computational Intelligence, vol 511. Springer, Cham. https://doi.org/10.1007/978-3-319-01571-2_36
Download citation
DOI: https://doi.org/10.1007/978-3-319-01571-2_36
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-01570-5
Online ISBN: 978-3-319-01571-2
eBook Packages: EngineeringEngineering (R0)