Loading...
Using value iteration to solve sequential decision problems in games
Hartley, Thomas ; Mehdi, Quasim ; Gough, Norman
Hartley, Thomas
Mehdi, Quasim
Gough, Norman
Editors
Other contributors
Affiliation
Epub Date
Issue Date
2004
Submitted date
Alternative
Proceedings of CGAIDE’2004
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.
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
Journal
Research Unit
DOI
PubMed ID
PubMed Central ID
Embedded videos
Additional Links
Type
Conference contribution
Language
en
Description
Series/Report no.
ISSN
EISSN
ISBN
0-9549016-0-6