Skip to main content

Perceiving Attributes of Game AI Using Fuzzy Logic

  • Chapter
  • First Online:
  • 1303 Accesses

Part of the book series: Studies in Computational Intelligence ((SCI,volume 769))

Abstract

This paper introduces the concept of the SEA Model: “Skill, Experience, and Aggression”—a novel way of representing the behavior of Video Game AI in a linguistic or graphical manner. The SEA Model takes inspiration from the “Big Five Factors of Psychology”—an apparatus used to describe the personalities of different human beings. In the SEA Model, the ideas from the Big Five Factors are modified and applied to Video Game AI, processed through the “Fuzzy Inference System”, and presented in a manner that is easily perceivable by humans.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD   169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Tupes, E.C., Christal, R.E.: Recurrent personality factors based on trait ratings. J. Pers. 60(2), 225–251 (1992)

    Article  Google Scholar 

  2. McCrae, R.R., John, O.P.: An introduction to the five-factor model and its applications. J. Pers. 60(2), 175–215 (1992)

    Article  Google Scholar 

  3. Howard, P.J., Howard, J.M.: The Big Five Quickstart: An Introduction to the Five-Factor Model of Personality for Human Resource Professionals (1995)

    Google Scholar 

  4. Oren, T.I., Ghasem-Aghaee, N.: Personality representation processable in fuzzy logic for human behavior simulation. In: Summer Computer Simulation Conference, pp. 11–18. Society for Computer Simulation International (2003)

    Google Scholar 

  5. Ghasem-Aghaee, N., Oren, T.I.: Towards fuzzy agents with dynamic personality for human behavior simulation. In: Summer Computer Simulation Conference, pp. 3–10. Society for Computer Simulation International (2003)

    Google Scholar 

  6. Air Hockey Trick Shots—Deceptive Shooting Techniques. Bubble & Air Hockey. www.bubbleairhockey.com/trick-shots.html

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Rashedur M. Rahman .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Chowdhury, S.S., Mashbu, R., Shaan, A.A., Al Ashfaq, K., Niloy, F.M., Rahman, R.M. (2018). Perceiving Attributes of Game AI Using Fuzzy Logic. In: Sieminski, A., Kozierkiewicz, A., Nunez, M., Ha, Q. (eds) Modern Approaches for Intelligent Information and Database Systems. Studies in Computational Intelligence, vol 769. Springer, Cham. https://doi.org/10.1007/978-3-319-76081-0_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-76081-0_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-76080-3

  • Online ISBN: 978-3-319-76081-0

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics