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ABSTRACT
The complexity of AI characters in computer games is continually improving; however they still fall short of human players. In this paper we describe an AI bot for the game Quake II that tries to incorporate some of the missing capabilities. This bot is distinguished by its ability to build its own map as it explores a level, use a wide variety of tactics based on its internal map, and in some cases, anticipate its opponents actions. The bot was developed in the Soar architecture and uses dynamical hierarchical task decomposition to organize it knowledge and actions. It also uses internal prediction based on its own tactics to anticipate its opponents actions. This paper describes the implementation, its strengths and weaknesses, and discusses future research.
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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CITED BY 17
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Randy J. Pagulayan , Kevin Keeker , Dennis Wixon , Ramon L. Romero , Thomas Fuller, User-centered design in games, The human-computer interaction handbook: fundamentals, evolving technologies and emerging applications, Lawrence Erlbaum Associates, Inc., Mahwah, NJ, 2002
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Randall W. Hill, Jr. , Changhee Han , Michael van Lent, Applying perceptually driven cognitive mapping to virtual urban environments, Eighteenth national conference on Artificial intelligence, p.886-893, July 28-August 01, 2002, Edmonton, Alberta, Canada
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Jonathan Gratch , Jeff Rickel , Elisabeth André , Justine Cassell , Eric Petajan , Norman Badler, Creating Interactive Virtual Humans: Some Assembly Required, IEEE Intelligent Systems, v.17 n.4, p.54-63, July 2002
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Brian Magerko , John E. Laird , Mazin Assanie , Alex Kerfoot , Devvan Stokes, AI characters and directors for interactive computer games, Proceedings of the 16th conference on Innovative applications of artifical intelligence, p.877-883, July 25-29, 2004, San Jose, California
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Robert E. Wray , John E. Laird , Andrew Nuxoll , Devvan Stokes , Alex Kerfoot, Synthetic adversaries for urban combat training, Proceedings of the 16th conference on Innovative applications of artifical intelligence, p.923-930, July 25-29, 2004, San Jose, California
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William G. Kennedy , Magdalena D. Bugajska , William Adams , Alan C. Schultz , J. Gregory Trafton, Incorporating mental simulation for a more effective robotic teammate, Proceedings of the 23rd national conference on Artificial intelligence, p.1300-1305, July 13-17, 2008, Chicago, Illinois
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Randall W. Hill , Changhee Han , Michael Van Lent, Applying perceptually driven cognitive mapping to virtual urban environments, Proceedings of the 14th conference on Innovative applications of artificial intelligence, p.886-893, July 28-August 01, 2002, Edmonton, Alberta, Canada
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