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dc.contributor.authorHartley, Thomas
dc.contributor.authorMehdi, Quasim
dc.contributor.authorGough, Norman
dc.date.accessioned2008-07-10T14:02:53Z
dc.date.available2008-07-10T14:02:53Z
dc.date.issued2004
dc.identifier.citationIn: 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
dc.identifier.isbn0-9549016-0-6
dc.identifier.urihttp://hdl.handle.net/2436/31519
dc.description.abstractSolving 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.
dc.language.isoen
dc.publisherUniversity of Wolverhampton, School of Computing and Information Technology
dc.subjectGames
dc.subjectGames based learning
dc.subjectLearning technology
dc.subjectE-learning
dc.subjectAI
dc.subjectValue iteration
dc.subjectArtificial Intelligence
dc.subjectComputer games
dc.titleUsing value iteration to solve sequential decision problems in games
dc.title.alternativeProceedings of CGAIDE’2004
dc.typeConference contribution
refterms.dateFOA2018-08-21T11:12:51Z
html.description.abstractSolving 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.


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