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Wolverhampton Intellectual Repository and E-Theses > School of Technology > School of Computing and IT > Game Simulation and Artificial Intelligence Centre (GSAI) > Applying Markov decision processes to 2D real time games

Please use this identifier to cite or link to this item: http://hdl.handle.net/2436/31518
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Title: Applying Markov decision processes to 2D real time games
Other Titles: Proceedings of CGAIDE’2004
Authors: Hartley, Thomas
Mehdi, Qasim
Gough, Norman
Citation: In: Mehdi, Q. and Gough, N. (Eds.), Proceedings of CGAIDE’2004. 5th Game-On International Conference on Computer Games: Artificial Intelligence, Design and Education, 8-10 November, 2004, Microsoft Academic Campus, Reading UK
Publisher: University of Wolverhampton, School of Computing and Information Technology
Issue Date: 2004
URI: http://hdl.handle.net/2436/31518
Additional Links: http://www.cgames.org/
http://www.wlv.ac.uk/Default.aspx?page=14750
Abstract: This paper presents the outcomes of a research project into the field of artificial intelligence (AI) and computer game AI. The project considered the problem of applying AI techniques to computer games. Current commercial computer games tend to use complex scripts to control AI opponents. This can result in poor and predictable gameplay. The use of academic AI techniques is a possible solution to overcome these shortcomings. This paper describes the process of applying Markov decision processes (MDPs) using the value iteration algorithm to a 2D real time computer game. We also introduce a new stopping criterion for value iteration, which has been designed for use in computer games and we discuss results from experiments conducted on the MDPs AI engine. This paper also outlines conclusions about how successful MDPs are in relation to a real computer game AI engine and how useful they might be to computer games developers.
Type: Meetings and Proceedings
Language: en
Keywords: Markov decision processes
Value iteration
Artificial Intelligence
AI in computer games
Games
Games based learning
Learning technology
E-learning
AI
ISBN: 0-9549016-0-6
Appears in Collections: Game Simulation and Artificial Intelligence Centre (GSAI)

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