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Reseach Article

Artificial Intelligence (AI) in Video Games

by Priya Rana, Parthik Bhardwaj, Jyotsna Singh
International Journal of Computer Applications
Foundation of Computer Science (FCS), NY, USA
Volume 181 - Number 19
Year of Publication: 2018
Authors: Priya Rana, Parthik Bhardwaj, Jyotsna Singh
10.5120/ijca2018917818

Priya Rana, Parthik Bhardwaj, Jyotsna Singh . Artificial Intelligence (AI) in Video Games. International Journal of Computer Applications. 181, 19 ( Sep 2018), 1-3. DOI=10.5120/ijca2018917818

@article{ 10.5120/ijca2018917818,
author = { Priya Rana, Parthik Bhardwaj, Jyotsna Singh },
title = { Artificial Intelligence (AI) in Video Games },
journal = { International Journal of Computer Applications },
issue_date = { Sep 2018 },
volume = { 181 },
number = { 19 },
month = { Sep },
year = { 2018 },
issn = { 0975-8887 },
pages = { 1-3 },
numpages = {9},
url = { https://ijcaonline.org/archives/volume181/number19/29968-2018917818/ },
doi = { 10.5120/ijca2018917818 },
publisher = {Foundation of Computer Science (FCS), NY, USA},
address = {New York, USA}
}
%0 Journal Article
%1 2024-02-07T01:06:22.286248+05:30
%A Priya Rana
%A Parthik Bhardwaj
%A Jyotsna Singh
%T Artificial Intelligence (AI) in Video Games
%J International Journal of Computer Applications
%@ 0975-8887
%V 181
%N 19
%P 1-3
%D 2018
%I Foundation of Computer Science (FCS), NY, USA
Abstract

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.

References
  1. Research Directions for AI in Computer Games; Chris Fairclough, Michael Fagan, Brian Mac Namee, Pádraig Cunningham, Department of Computer Science, Trinity College, Dublin 2, Ireland.
  2. Artificial Intelligence for Adaptive Computer Games; Ashwin Ram, Santiago Onta˜n´on, and Manish Mehta; Cognitive Computing Lab (CCL), College of Computing, Georgia Institute of Technology, Atlanta, Georgia, USA
  3. Game Artificial Intelligence: Challenges for the Scientific Community; Raúl Lara-Cabrera, Mariela Nogueira-Collazo, Carlos Cotta and Antonio J.Fernández-Leiva; Department Lenguajes y Ciencias de la Computación, ETSI Informática, University
  4. Smith, S. and Bates, J., Towards a Theory of Narrative for Interactive Fiction, CMU-CS-89121, 1989.
  5. Stout, B., Smart Moves: Intelligent Path-Finding, Game Developer Magazine, October 1996.
  6. Lester, J., and Stone, B. 1997. Increasing believability in animated pedagogical agents. In First International Conference on Autonomous Agents, 16–21.
  7. Meehan, J., The meta-novel: writing stories on the computer. University Microfilms International, 1977.
  8. Johansson, A., Dell'Acqua, P.: Emotional behavior trees. In: Computational Intelligence and Games (CIG), 2012 IEEE Conference on. pp. 355362. IEEE (2012)
Index Terms

Computer Science
Information Sciences

Keywords

FSM (Finite State Machines) NPC (Non-Player Character) TBS (Turn Based Strategy) RTS (Real Time Strategy)