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Modeling player-like behavior for game AI design

Published: 08 November 2011 Publication History

Abstract

The design of artificial intelligence in computer games is an important component of a player's game play experience. As games are becoming more life-like and interactive, the need for more realistic game AI will increase. This is particularly the case with respect to AI that simulates how human players act, behave and make decisions. The purpose of this research is to establish a model of player-like behavior that may be effectively used to inform the design of artificial intelligence to more accurately mimic a player's decision making process. The research uses a qualitative analysis of player opinions and reactions while playing a first person shooter video game, with recordings of their in-game actions, speech and facial characteristics. The initial studies provide player data that has been used to design a model of how a player behaves.

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Cited By

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  • (2023)Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video GamesProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581348(1-18)Online publication date: 19-Apr-2023
  • (2023)“Draw Fast, Guess Slow”: Characterizing Interactions in Cooperative Partially Observable Settings with Online Pictionary as a Case StudyHuman-Computer Interaction – INTERACT 202310.1007/978-3-031-42286-7_16(283-303)Online publication date: 25-Aug-2023
  • (2022)How Humans Perceive Human-like Behavior in Video Game NavigationCHI Conference on Human Factors in Computing Systems Extended Abstracts10.1145/3491101.3519735(1-11)Online publication date: 27-Apr-2022
  • Show More Cited By

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Published In

cover image ACM Other conferences
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
November 2011
562 pages
ISBN:9781450308274
DOI:10.1145/2071423
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • FCT: Foundation for Science and Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 November 2011

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Author Tags

  1. AI
  2. design
  3. player model
  4. user study
  5. video games

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  • Research-article

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ACE '11
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  • FCT

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2023)Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video GamesProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581348(1-18)Online publication date: 19-Apr-2023
  • (2023)“Draw Fast, Guess Slow”: Characterizing Interactions in Cooperative Partially Observable Settings with Online Pictionary as a Case StudyHuman-Computer Interaction – INTERACT 202310.1007/978-3-031-42286-7_16(283-303)Online publication date: 25-Aug-2023
  • (2022)How Humans Perceive Human-like Behavior in Video Game NavigationCHI Conference on Human Factors in Computing Systems Extended Abstracts10.1145/3491101.3519735(1-11)Online publication date: 27-Apr-2022
  • (2021)Improved Game Units Balancing In Game Design Through Combinatorial Optimization2021 IEEE International Conference on e-Business Engineering (ICEBE)10.1109/ICEBE52470.2021.00022(64-69)Online publication date: Nov-2021
  • (2020)Strategy Games: The Components of A Worthy OpponentProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3403018(1-9)Online publication date: 15-Sep-2020
  • (2018)Learning Avatar's Locomotion Patterns Through Spatial Analysis in FPS Video GamesInternational Journal of Organizational and Collective Intelligence10.4018/IJOCI.20180101038:1(28-45)Online publication date: 1-Jan-2018
  • (2018)HRLB⌃2: A Reinforcement Learning Based Framework for Believable BotsApplied Sciences10.3390/app81224538:12(2453)Online publication date: 1-Dec-2018
  • (2018)CRISIS-ExpertProceedings of the 2018 International Conference on Computational Intelligence and Intelligent Systems10.1145/3293475.3293478(14-19)Online publication date: 17-Nov-2018
  • (2016)A qualitative investigation of users' discovery, access, and organization of video games as information objectsJournal of Information Science10.1177/016555151561859442:6(833-850)Online publication date: 1-Dec-2016
  • (2015)Prediction as faster perception in a real-time fighting video game2015 IEEE Conference on Computational Intelligence and Games (CIG)10.1109/CIG.2015.7317672(517-522)Online publication date: Aug-2015
  • Show More Cited By

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