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It knows what you're going to do: adding anticipation to a Quakebot
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Source International Conference on Autonomous Agents archive
Proceedings of the fifth international conference on Autonomous agents table of contents
Montreal, Quebec, Canada
Pages: 385 - 392  
Year of Publication: 2001
ISBN:1-58113-326-X
Author
John E. Laird  University of Michigan, 1101 Beal Ave., Ann Arbor, MI
Sponsor
SIGART: ACM Special Interest Group on Artificial Intelligence
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 8,   Downloads (12 Months): 29,   Citation Count: 17
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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.

 
1
Jones, R.M., Laird, J.E., Nielsen, P.E., Coulter, K.J., Kenny, P.G., and Koss, F.V. (1999) Automated Intelligent Pilots for Combat Flight Simulation, AI Magazine, 20(1), 27-42.
 
2
Keighley, G. (1999) The Final Hours of Quake III Arena: Behind Closed Doors at id Software, GameSpot, http://www.gamespot.com/features/btg-q3/index.html.
 
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Laird, J. E. and Rosenbloom, P. S. (1990) Integrating Execution, Planning, and Learning in Soar for External Environments. In Proceedings of National Conference of Artificial Intelligence, Boston, MA, 1022-1029.
 
5
Laird, J. E. and van Lent, M. (1999) Developing an Artificial Intelligence Engine. In Proceedings of the Game Developers' Conference, San Jose, CA, 577-588.
 
6
Tambe, M., Johnson, W. L., Jones, R. M., Koss, F., Laird, J. E., Rosenbloom, P. S., and Schwamb, K. (1995), Intelligent Agents for Interactive Simulation Environments, AI Magazine, 16 (1), 15-39.
 
7
Tambe, M. and Rosenbloom, P. S. (1995) RESC: An approach for real-time, dynamic agent tracking. In Proceedings of the International Joint Conference on Artificial Intelligence.
 
8
Whatley, D. (1999) Designing Around Pitfalls of Game AI. In Proceedings of the Game Developers' Conference, San Jose, CA, 991-999.

CITED BY  17