A game theory approach to high-level strategic planning in first person shooters
Rasmussen, Rune K. (2008) A game theory approach to high-level strategic planning in first person shooters. In The 5th Australasian Conference on Interactive Entertainment, 3-4 December 2008, Queensland University of Technology, Brisbane.
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As computer systems become more dependent on standalone devices such as graphics cards, video game developers can execute additional features on the CPU; high-level AI in video games is one such feature. The problem of developing high quality AI for video games is not simple, as human and computer interactions can be very complex. An exception can be found in the classical board game genre, which involves well dened games and players who apply rational policies to win. Many artificial board-game players can make moves within set time limits and are able to play at expert levels. Given that high-quality AI technologies already exist for many board games, this paper explores the question: how can the technologies used in articial board game players be applied to high-level strategic planning in First Person Shooters?
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|Item Type:||Conference Paper|
|Keywords:||Algorithms, Design, Theory|
|Subjects:||Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > ARTIFICIAL INTELLIGENCE AND IMAGE PROCESSING (080100) > Expert Systems (080105)|
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > ARTIFICIAL INTELLIGENCE AND IMAGE PROCESSING (080100) > Simulation and Modelling (080110)
|Divisions:||Past > QUT Faculties & Divisions > Faculty of Science and Technology|
|Copyright Owner:||Copyright 2008 Association for Computing Machinery|
|Deposited On:||02 Jun 2009 14:46|
|Last Modified:||01 Mar 2012 00:13|
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