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Real-time team-mate AI in games: a definition, survey, & critique

Published: 19 June 2010 Publication History

Abstract

Many contemporary games are team-based and there is a growing interest in, and need for, advances in team-mate AI for games. However, although there have been surveys of agent AI in games, to date there has been no survey of work on team-mate AI. Furthermore, the concept of "team-mate AI" is not currently well delineated to distinguish between work on independently-acting agents that happen to be on the same side from work on agents the coordinate their behaviors and decision-making in terms of their teammates behaviors, intentions, and the like. Also, it is important to distinguish between game AI that is used as an optimization technique from real-time game AI, so this paper proposes a definition for real-time team-mate AI (highlighted with examples by game genre), reviews work to date to implement real-time team-mate AI for games in terms of a number of AI research areas (e.g., coordinated action, prediction, learning), and concludes with a brief discussion of significant issues about the state of the art.

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cover image ACM Other conferences
FDG '10: Proceedings of the Fifth International Conference on the Foundations of Digital Games
June 2010
306 pages
ISBN:9781605589374
DOI:10.1145/1822348
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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  • SASDG: Society for the Advancement of the Study of Digital Games

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Published: 19 June 2010

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  • (2016)Intrinsically motivated general companion NPCs via Coupled Empowerment Maximisation2016 IEEE Conference on Computational Intelligence and Games (CIG)10.1109/CIG.2016.7860406(1-8)Online publication date: Sep-2016
  • (2016)How the Perceived Identity of a NPC Companion Influences Player BehaviorSpecial Issue on Cyberworlds and Cybersecurity on Transactions on Computational Science XXVIII - Volume 959010.1007/978-3-662-53090-0_5(88-107)Online publication date: 1-May-2016
  • (2015)RTSMateComputers in Entertainment10.1145/2582193.263344112:1(1-20)Online publication date: 10-Feb-2015
  • (2015)Does the Perceived Identity of Non-player Characters Change How We Interact with Them?Proceedings of the 2015 International Conference on Cyberworlds (CW)10.1109/CW.2015.35(145-152)Online publication date: 7-Oct-2015
  • (2014)A Survey of Adaptive Game AI: Considerations for Cloud DeploymentIntelligent Distributed Computing VII10.1007/978-3-319-01571-2_36(309-315)Online publication date: 2014
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