Artificial Intelligence in Games – A Survey of the State of the Art

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Authors
  1. Bourassa, M.A.J.
  2. Massey, L.
Corporate Authors
Defence R&D Canada - Ottawa, Ottawa ONT (CAN)
Abstract
The use of computer games as a means of training has seen considerable growth in industry and the military. In particular, the military has found computer games to provide a cost-effective, realistic, and safe environment to augment actual field exercises. Computer games are also easily made available to individuals or small teams. A challenge to the use of computer games for training is that computer games must frequently be populated with computer generated allies and enemies known commercially as non-player characters (NPCs). The quality of the training or game experience will therefore be dependent on the quality of the non-player characters who should demonstrate realistic human-like behaviour. This paper surveys the current state-of-the-art of the application of artificial intelligence techniques to create realistic behaviour in computer generated characters in games. The survey considers both commercial and military computer games in order to establish the state of the technology. Conclusions are drawn on the maturity and applicability of the surveyed approaches and highlights directions for future research.

Il y a un résumé en français ici.

Report Number
DRDC-OTTAWA-TM-2012-084 — Technical Memorandum
Date of publication
01 Aug 2012
Number of Pages
68
DSTKIM No
CA037024
CANDIS No
536670
Format(s):
Electronic Document(PDF)

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