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What is it thinking?: game AI opponent computer-human interaction using descriptive schema and explanatory capabilities

Published: 19 September 2007 Publication History

Abstract

In strategy-based games, it is sometimes beneficial to understand the evaluation processes of the game AI opponent, e.g. What strategic or tactical motives is it inferring? Why did it make the previous move? However, the mechanics available to allow the game AI to convey these processes to the [human] player or game designer is complex to implement, more so than the actual mechanics of the game AI itself. This paper proposes a method that provides the mechanism for a game AI to communicate its evaluation processes using descriptive schemata and explanatory functions. A case study will be presented that includes an implementation of a game AI opponent that is capable of describing its inferential processes while playing a tabletop wargame.

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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
  • (2010)Auto-explanation System: Player Satisfaction in Strategy-Based Board GamesCultural Computing10.1007/978-3-642-15214-6_5(46-54)Online publication date: 2010
  • (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. What is it thinking?: game AI opponent computer-human interaction using descriptive schema and explanatory capabilities

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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 opponent
                  2. computer-human interaction
                  3. descriptive schema
                  4. explanatory capabilities
                  5. game AI

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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
                  • (2010)Auto-explanation System: Player Satisfaction in Strategy-Based Board GamesCultural Computing10.1007/978-3-642-15214-6_5(46-54)Online publication date: 2010
                  • (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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