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A game AI production shell framework: generating AI opponents for geomorphic-isometric strategy games via modeling of expert player intuition

Published: 19 September 2007 Publication History

Abstract

One of the most challenging aspects of game AI implementation in computer games is in the production of artificial opponents that can demonstrate human-intuitive strategic skills. In this paper, the need and requirements for a quick and efficient method to capture these skills are identified. Based on these requirements, a framework for a game AI shell is proposed. A case study is presented to demonstrate the workability of the framework by employing a prototype shell to generate a game AI middleware for a tabletop strategy-base game.

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Cited By

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  • (2018)CRISIS-ExpertProceedings of the 2018 International Conference on Computational Intelligence and Intelligent Systems10.1145/3293475.3293478(14-19)Online publication date: 17-Nov-2018
  • (2011)Rule learning approaches for symmetric multiplayer gamesProceedings of the 2011 16th International Conference on Computer Games10.1109/CGAMES.2011.6000326(121-125)Online publication date: 27-Jul-2011
  • (2008)Player Adaptive Entertainment Computing (PAEC): Mechanism to model user satisfaction by using Neuro Linguistic Programming (NLP) techniques2008 IEEE Symposium On Computational Intelligence and Games10.1109/CIG.2008.5035660(343-349)Online publication date: Dec-2008

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  1. A game AI production shell framework: generating AI opponents for geomorphic-isometric strategy games via modeling of expert player intuition

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                  cover image ACM Conferences
                  DIMEA '07: Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
                  September 2007
                  212 pages
                  ISBN:9781595937087
                  DOI:10.1145/1306813
                  Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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                  Publication History

                  Published: 19 September 2007

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                  Author Tags

                  1. AI shell
                  2. board games
                  3. game AI
                  4. geomorphic game boards
                  5. isometric games
                  6. modeling
                  7. tabletop games

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                  View all
                  • (2018)CRISIS-ExpertProceedings of the 2018 International Conference on Computational Intelligence and Intelligent Systems10.1145/3293475.3293478(14-19)Online publication date: 17-Nov-2018
                  • (2011)Rule learning approaches for symmetric multiplayer gamesProceedings of the 2011 16th International Conference on Computer Games10.1109/CGAMES.2011.6000326(121-125)Online publication date: 27-Jul-2011
                  • (2008)Player Adaptive Entertainment Computing (PAEC): Mechanism to model user satisfaction by using Neuro Linguistic Programming (NLP) techniques2008 IEEE Symposium On Computational Intelligence and Games10.1109/CIG.2008.5035660(343-349)Online publication date: Dec-2008

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