Nothing Special   »   [go: up one dir, main page]

skip to main content
10.5555/1109180.1109216acmotherconferencesArticle/Chapter ViewAbstractPublication PagesieConference Proceedingsconference-collections
Article

Information-oriented design and game AI

Published: 23 November 2005 Publication History

Abstract

Information is a resource that every AI relies on to operate effectively. Although information influences the capabilities and performance of AIs, it is not treated as a design issue. Changing the information available to an AI can potentially enhance or cripple its performance. More direct evaluation of issues such as information selection and acquisition can improve the performance of existing AI implementations. The influence of information on AI behaviour is examined with an emphasis on virtual worlds and game AI, as this domain provides both an effective research environment and opportunities for tangible improvements to AI behaviour.

References

[1]
R. A. Brooks. Intelligence without reason. In Proceedings of the 12th International Joint Conference on Artificial Intelligence, pages 569--595, Sydney, Australia, 1991. Morgan Kaufmann: San Mateo, CA, USA.
[2]
R. A. Brooks. Intelligence without representation. Artificial Intelligence Journal, 47:139--159, 1991.
[3]
D. Chalmers, R. French, and D. Hofstadter. High-Level Perception, Representation and Analogy: A Critque of Artificial Intelligence Methodology. Journal of Experimental and Theoretical Artificial Intelligence, 1991.
[4]
R. Dawkins. Climbing Mount Improbable. Penguin, London, 1996.
[5]
P. Doyle and B. Hayes-Roth. Agents in annotated worlds. In K. P. Sycara and M. Wooldridge, editors, Proceedings of the 2nd International Conference on Autonomous Agents (Agents'98), pages 173--180, New York, 9--13, 1998. ACM Press.
[6]
C. Fairclough, M. Fagan, B. Mac Namee, and P. Cunningham. Research Directions for AI in Computer Games. In D. O'Donoghue, editor, 12th Irish Conference on AI and Cognitive Science, pages 333--344, NUI, Ireland, 2001.
[7]
M. R. Forster. How Do Simple Rules Fit to Reality in a Complex World? Minds and Machines, 9:543--564, 1999.
[8]
J. J. Gibson. The Ecological Approach to Visual Perception. Mifflin, Boston, 1979.
[9]
J. Laird. Using a computer game to Develop Advanced AI. Computer, 34(7):70--75, 2001.
[10]
N. R. F. Maier. Reasoning in humans: II. The solution of a problem and its appearance in consciousness. Journal of Comparative Psychology, 12:181--194, 1931.
[11]
J. E. Matheson. Using influence diagrams to value information and control. In R. M. Oliver and J. Q. Smith, editors, Influence Diagrams, Belief Nets and Decision Analysis, chapter 2, pages 25--48. Wiley, 1990.
[12]
A. Nareyek. AI in Computer Games. acm queue, 1(10):58--65, 2004.
[13]
A. Nareyek, B. Knafla, D. Fu, D. Long, C. Reed, A. El Rhalibi, and N. S. Stephens. The 2003 Report of the IGDA's Artificial Intelligence Interface Standards Committee. Technical report, International Game Developers Association, 2003. http://www.igda.org/ai/report-2003/report-2003.html.
[14]
S. Nolfi, D. Floreano, O. Miglino, and F. Mondada. How to Evolve Autonomous Robots: Different Approaches in Evolutionary Robotics. In R. A. Brooks and P. Maes, editors, Proceedings of the IV International Workshop on Artificial Life, pages 190--197, Cambridge Mass, 1994. MIT Press.
[15]
J. Orkin, P. Baillie-de Byl, D. Borrajo, J. Funge, M. Garagnani, P. Goetz, J. J. Kelly III, I. Millington, B. Schwab, and R. M. Young. Working Group on Goal-oriented Action Planning. Technical report, International Game Developers Association, 2004. http://www.igda.org/ai/report-2004/goap.html.
[16]
S. Rabin. Stratagies for Optimizing AI. In M. DeLoura, editor, Game Programming Gems 2, pages 251--257. Charles River Media, 2001.
[17]
D. Sanchez-Crespo Dalmau. Core Techniques and Algorithms in Game Programming. New Riders, Indianopolis, 2003.
[18]
C. E. Shannon. A mathematical theory of communication. Bell Systems Technical Journal, 27:379--423, 1948.
[19]
T. A. Stoffregen and B. G. Bardy. On specification and the senses. Behavioural and Brain Sciences, 24:195--261, 2001.
[20]
W. van der Sterren. Terrain Reasoning for 3D Action Games. In M. Deloura, editor, Game Programming Gems 2, pages 307--316. Charles River Media, 2001.
[21]
R. V. S. The neurobiology of perception. Perception, 14:97--103, 1985.
[22]
S. J. Welsh. Perceiving Information: building better game AI by seeing ideas. Master's thesis, University of Technology, Sydney, 2004.
[23]
S. J. Welsh and Y. Pisan. Enhancing agent capabilities in computer games. In Proceedings of the 2005 International Conference on Artificial Intelligence, Las Vegas, USA, 2005. CSREA Press.
[24]
S. W. Wilson. The animat path to AI. In J.-A. Meyer and S. W. Wilson, editors, From animals to animats, pages 15--21, 1991.
[25]
W. Wright. The Sims. Maxis, Redwood City CA, 2000.

Cited By

View all
  • (2008)Designing a discrepancy supporting perception module of an agent for multimedia entertainment applicationsProceedings of the 26th IASTED International Conference on Artificial Intelligence and Applications10.5555/1712759.1712785(134-139)Online publication date: 6-Feb-2008

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
IE '05: Proceedings of the second Australasian conference on Interactive entertainment
November 2005
238 pages
ISBN:0975153323

Sponsors

  • La Trobe University
  • Australian CRC For Interaction Design
  • Australian Film Television Radio School

Publisher

Creativity & Cognition Studios Press

Sydney, Australia

Publication History

Published: 23 November 2005

Check for updates

Qualifiers

  • Article

Conference

IE05
Sponsor:
IE05: Australasian Conference on Interactive Entertainment
November 23 - 25, 2005
Sydney, Australia

Acceptance Rates

Overall Acceptance Rate 64 of 148 submissions, 43%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)2
  • Downloads (Last 6 weeks)1
Reflects downloads up to 23 Sep 2024

Other Metrics

Citations

Cited By

View all
  • (2008)Designing a discrepancy supporting perception module of an agent for multimedia entertainment applicationsProceedings of the 26th IASTED International Conference on Artificial Intelligence and Applications10.5555/1712759.1712785(134-139)Online publication date: 6-Feb-2008

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media