Abstract
The continuous development of artificial intelligence technology has triggered technological changes in many industries. Now artificial intelligence in computer bionics has become an indispensable part and is widely used in virtual reality, games and application research of bionic robots. Among them, artificial intelligence all over these fields shows autonomous behavior and user interaction has gradually matured. Therefore, artificial intelligence technology has caused changes in many industries. As the main carrier of programming design, the key technology of game is also affected by artificial intelligence technology. Therefore, it is urgent to develop the key technology reform of core game. Based on the rapid development of artificial intelligence technology, there is a prospect of breakthrough in the key technology of the game. The research purpose of this article is to use artificial intelligence technology to make innovative breakthroughs in key game technologies under the background of current artificial intelligence technology. This article starts from the relevant knowledge and theory of practice, and takes the artificial intelligence era as the background, and makes an in-depth study on the development of key game technologies. In the course of the experiment, follow up the expected purpose and technical goals of the key game technology, and implement rigorous experiments through the theory and relevant realistic background to innovate and break through the key game technology through artificial intelligence technology. Experimental evidence shows that the combination of key game technologies based on artificial intelligence technology has a better development prospect for them, and can build a new model of key game technologies from the perspective of artificial intelligence.
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Gong, J. (2021). Key Technology of Games Based on Artificial Intelligence Technology. In: Xu, Z., Parizi, R.M., Loyola-González, O., Zhang, X. (eds) Cyber Security Intelligence and Analytics. CSIA 2021. Advances in Intelligent Systems and Computing, vol 1342. Springer, Cham. https://doi.org/10.1007/978-3-030-70042-3_87
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DOI: https://doi.org/10.1007/978-3-030-70042-3_87
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