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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) > Using value iteration to solve sequential decision problems in games

Please use this identifier to cite or link to this item: http://hdl.handle.net/2436/31519
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Title: Using value iteration to solve sequential decision problems in 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/2436/31519
Additional Links: http://www.cgames.org/
http://www.wlv.ac.uk/Default.aspx?page=14750
Abstract: Solving sequential decision problems in computer games, such as non-player character (NPC) navigation, can be quite a complex task. Current games tend to rely on scripts and finite state machines (FSM) to control AI opponents. These approaches however have shortcomings; as a result academic AI techniques may be a more desirable solution to solve these types of problems. This paper describes the process of applying the value iteration algorithm to an AI engine, which can be applied to a computer game. We also introduce a new stopping criterion called game value iteration, which has been designed for use in 2D real time computer games and we discuss results from experiments conducted on the AI engine. We also outline our conclusions which state that the value iteration and the newly introduced game value iteration algorithms can be successfully applied to intelligent NPC behaviour in computer games; however there are certain problems, such as execution speed, which need to be addressed when dealing with real time games.
Type: Meetings and Proceedings
Language: en
Keywords: Value iteration
Artificial Intelligence
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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