Abstract
One trend in first-person shooter computer games is to increase programmatic access. This allows artificial intelligence researchers to embed their cognitive models into stable artificial characters, whose competitiveness and realism can be evaluated with respect to human players. However, plugging cognitive models in is non-trivial, since games are currently not designed with AI researchers in mind. In this paper we introduce an intermediate architecture that fits between these game and the AI, and assess its feasibility by implementing it within the game Unreal Tournament 2004. Making such an architecture publicly available may potentially lead to improved quality of game AI.
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© 2005 Springer-Verlag Berlin Heidelberg
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Dawes, M., Hall, R. (2005). Towards Using First-Person Shooter Computer Games as an Artificial Intelligence Testbed. In: Khosla, R., Howlett, R.J., Jain, L.C. (eds) Knowledge-Based Intelligent Information and Engineering Systems. KES 2005. Lecture Notes in Computer Science(), vol 3681. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11552413_40
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DOI: https://doi.org/10.1007/11552413_40
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-28894-7
Online ISBN: 978-3-540-31983-2
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