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2004, The ITB Journal
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9 pages
1 file
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. The two main components for basic real-time pathfinding are (i) travelling towards a specified goal and (ii) avoiding dynamic and static obstacles that may litter the path to this goal. The focus of this paper is how machine learning techniques, such as Artificial Neural Networks and Genetic Algorithms, can be used to enhance an AI agent’s ability to handle pathfinding in real-time by giving them an awareness of the virtual world around them through sensors. Thus the agents should be able to react in real-time to any dynamic changes that may occur in the game.
Sixth Irish Workshop on Computer Graphics, 2005
Many 3D graphics applications require the presence of autonomous computer-controlled agents which are capable of navigating their way around a virtual 3D world. Computer games are an obvious example of this. One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. The two main components for basic real-time pathfinding are (i) travelling towards a specified goal and (ii) avoiding dynamic and static obstacles that may litter the path to this goal. The focus of this paper is how machine learning techniques, such as Artificial Neural Networks and Genetic Algorithms, can be used to enhance an AI agent’s ability to handle pathfinding in real-time by giving them an awareness of the virtual world around them through sensors. Thus the agents should be able to react in real-time to any dynamic changes that may occur in the game
In Proceedings of DIGRA 2005 Conference: Changing Views - Worlds in Play ps. 249-259, 2005
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This paper examines pathfinding algorithms used presently in games and details their shortcomings. These shortcomings are particularly apparent when pathfinding must be carried out in real-time in dynamic environments. This paper proposes a strategy by which machine learning techniques such as Artificial Neural Networks and Genetic Algorithms can be used to enhance traditional pathfinding algorithms to solve the real-time aspect of this problem. We describe a test bed system, currently in development, that incorporates these machine learning techniques in a 3D engine game.
This paper presents how artificial intelligence (AI) is used in computer games to solve common problems and provide game features. Specifically, non-playing character (NPC) path finding, decision making and learning are examined. Different AI techniques are looked at as to how they help provide a solution to these problems and features in computer games. This discussion is followed by a survey of research articles regarding the different type of AI techniques presented.
An artificial neural network is a system that tries in various degrees to emulate a human brain in order to perform tasks that other computer systems are usually not fit to handle. Artificial neural networks are used in many different areas due to their ability to learn and adapt to many different tasks and make complex predictions. In gaming, computer controlled opponent behavior is usually rule based and dependent on specific conditions and can thus be predictable to a certain degree. As the field of AI and learning systems using artificial neural networks is being developed and expanded, it is inevitable that its use in gaming will be explored thoroughly. This short survey looks at the attempts of using artificial neural networks for opponents in board games and modern computer games, as well as other uses in gaming throughout the last 20 years.
Applied Sciences
This paper provides a performance comparison of different pathfinding Algorithms used in video games. The Algorithms have been classified into three categories: informed, uninformed, and metaheuristic. Both a practical and a theoretical approach have been adopted in this paper. The practical approach involved the implementation of specific Algorithms such as Dijkstra’s, A-star, Breadth First Search, and Greedy Best First. The comparison of these Algorithms is based on different criteria including execution time, total number of iterations, shortest path length, and grid size. For the theoretical approach, information was collected from various papers to compare other Algorithms with the implemented ones. The Unity game engine was used in implementing the Algorithms. The environment used was a two-dimensional grid system.
International Journal of Computer Applications
Computer games are an increasingly popular application for Artificial Intelligence(AI) research. This paper discusses some of the most interesting components and challenges faced by developers in designing and creation of a game based on artificial intelligence. Game AI provides players a richer gaming experience by going beyond scripted interactions, responsive interaction systems that are adaptive and intelligent.
Proceedings of the …, 2001
The computer games industry is now bigger than the film industry. Until recently, technology in games was driven by a desire to achieve real-time, photo-realistic graphics. To a large extent, this has now been achieved. As game developers look for new and innovative technologies to drive games development, AI is coming to the fore. This paper will examine how sophisticated AI techniques, such as those being used in mainstream academic research, can be applied to computer games and introduce three projects doing just that.
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In recent years, the issue of adverse climate change has become a global concern as it is responsible for the occurrence of various disastrous incidents around world ranging from hurricane, aridification, heatwaves, wildfires, pollution, among others. Climate crisis is caused by the release of greenhouse gases into the atmosphere from transportation and agro-industrial activities. Naturally, greenhouse gases keep the Earth warm and make it habitable for living organisms. However, a superfluous emisson of these gases into the atmosphere is extremely inimical to the environment. With particular reference to Nigeria, climate change has unleashed an unprecedented level of hazard on agricultural production, which negatively impacted the availability of foods across the country. Therefore, there is a felt need to take actionable steps to ward off the release of exceeding amount of these gases into the atmosphere. Among other viable options, the government could limit the emisson of more-than-enough greenhouse gases into the atmosphere through trade and adoption of trade policies that supports and gives primacy to clean energy over non-renewable or fossil-based energy. This article examines the adverse effect of climate change on food security in Nigeria and provides a series of ways by which the menace can be managed through trade and effective trade policies.
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