| A game theory approach to high-level strategic planning in first person shooters |
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ACM International Conference Proceeding Series; Vol. 391
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Proceedings of the 5th Australasian Conference on Interactive Entertainment
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Brisbane, Queensland, Australia
Article No. 7
Year of Publication: 2008
ISBN:978-1-60558-424-9
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Author
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Rune Rasmussen
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Queensland University of Technology, Brisbane QLD, Australia
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ABSTRACT
As computer systems become more dependent on standalone devices such as graphics cards, video game developers can execute additional features on the CPU; high-level AI in video games is one such feature. The problem of developing high quality AI for video games is not simple, as human and computer interactions can be very complex. An exception can be found in the classical board game genre, which involves well defined games and players who apply rational policies to win. Many artificial board-game players can make moves within set time limits and are able to play at expert levels [10]. Given that high-quality AI technologies already exist for many board games, this paper explores the question: how can the technologies used in artificial board game players be applied to high-level strategic planning in First Person Shooters?
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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