Open-world computer games present the players with a large degree of freedom to interact with the virtual environment. The increased player freedom makes open-world games a challenging domain for artificial intelligence. In this thesis we present three novel techniques to handle various types of complexity inherent in developing artificial intelligence for open-world games. We developed behavior objects that extend the well-known concept of smart objects and help in structuring codebase for reactive reasoning, we propose and implement constraint satisfaction techniques to specify behavior from a global viewpoint and we have shown how adversarial search techniques can mitigate the need for complex reactive decision mechanisms when a large nu...
Abstract — This paper attempts to give a high-level overview of the field of artificial and computat...
Abstract — This paper attempts to give a high-level overview of the field of artificial and computat...
In order to automatically generate high-quality game levels, one needs to be able to automatically v...
Open-world computer games present the players with a large degree of freedom to interact with the vi...
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: T...
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: T...
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: T...
Artificial intelligence in games is typically used for creating player’s opponents. Manual edition o...
This paper introduces Icarus, a language for specifying the behavior of artificial agents that requi...
Games have long been benchmarks and test-beds for AI algorithms. With the development of AI techniqu...
Video game designers depend on artificial intelligence to drive player experience in modern games. T...
The nal goal of this project is the development of an extendible open source game that will allow th...
The nal goal of this project is the development of an extendible open source game that will allow th...
Open-endedness, primarily studied in the context of artificial life, is the ability of systems to ge...
The research field of Artificial General Intelligence (AGI) is concerned with the creation of adapti...
Abstract — This paper attempts to give a high-level overview of the field of artificial and computat...
Abstract — This paper attempts to give a high-level overview of the field of artificial and computat...
In order to automatically generate high-quality game levels, one needs to be able to automatically v...
Open-world computer games present the players with a large degree of freedom to interact with the vi...
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: T...
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: T...
] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: T...
Artificial intelligence in games is typically used for creating player’s opponents. Manual edition o...
This paper introduces Icarus, a language for specifying the behavior of artificial agents that requi...
Games have long been benchmarks and test-beds for AI algorithms. With the development of AI techniqu...
Video game designers depend on artificial intelligence to drive player experience in modern games. T...
The nal goal of this project is the development of an extendible open source game that will allow th...
The nal goal of this project is the development of an extendible open source game that will allow th...
Open-endedness, primarily studied in the context of artificial life, is the ability of systems to ge...
The research field of Artificial General Intelligence (AGI) is concerned with the creation of adapti...
Abstract — This paper attempts to give a high-level overview of the field of artificial and computat...
Abstract — This paper attempts to give a high-level overview of the field of artificial and computat...
In order to automatically generate high-quality game levels, one needs to be able to automatically v...