Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial digital games. AI for non playing characters (NPC) in computer games tends to come from people with computing skills well beyond the average user. The prime reason behind the lack of involvement [...]
Posts Tagged ‘meta-reasoning’
19 Aug
Construction and Adaptation of AI Behaviors in Computer Games
Posted by cognitivecomputing in Agents, Game AI, Learning. Tagged: case-based reasoning, creativity, games, interactive drama, meta-reasoning, problem solving, virtual worlds. Leave a Comment
19 Jul
Real-Time Case-Based Reasoning for Interactive Digital Entertainment
Posted by cognitivecomputing in Agents, Game AI, Learning, Talks, Web / Web 2.0. Tagged: believable agents, case-based reasoning, games, goal-driven learning, interactive drama, meta-reasoning, problem solving, real-time cbr, rts games, virtual worlds. 1 Comment
(Click image to view the video – it’s near the bottom of the new page.) User-generated content is everywhere: photos, videos, news, blogs, art, music, and every other type of digital media on the Social Web. Games are no exception. From strategy games to immersive virtual worlds, game players are increasingly engaged in creating and sharing [...]
10 Jul
Meta-Level Behavior Adaptation in Real-Time Strategy Games
Posted by cognitivecomputing in Agents, Game AI, Learning. Tagged: believable agents, case-based reasoning, games, goal-driven learning, meta-reasoning, real-time cbr, rts games. Leave a Comment
AI agents designed for real-time settings need to adapt themselves to changing circumstances to improve their performance and remedy their faults. Agents typically designed for computer games, however, lack this ability. The lack of adaptivity causes a break in player experience when they repeatedly fail to behave properly in circumstances unforeseen by the game designers. [...]
28 Sep
User-Generated AI for Interactive Digital Entertainment
Posted by cognitivecomputing in Agents, Game AI, Learning, Talks, Web / Web 2.0. Tagged: believable agents, case-based reasoning, games, interactive drama, meta-reasoning, multistrategy learning, planning, problem solving, real-time cbr, rts games, virtual worlds. 3 Comments
User-generated content is everywhere: photos, videos, news, blogs, art, music, and every other type of digital media on the Social Web. Games are no exception. From strategy games to immersive virtual worlds, game players are increasingly engaged in creating and sharing nearly all aspects of the gaming experience: maps, quests, artifacts, avatars, clothing, even games [...]
9 Sep
Run-Time Behavior Adaptation for Real-Time Interactive Games
Posted by cognitivecomputing in Game AI, Learning. Tagged: believable agents, games, goal-driven learning, meta-reasoning, planning, real-time cbr, virtual worlds. Leave a Comment
Intelligent agents working in real-time domains need to adapt to changing circumstance so that they can improve their performance and avoid their mistakes. AI agents designed for interactive games, however, typically lack this ability. Game agents are traditionally implemented using static, hand-authored behaviors or scripts that are brittle to changing world dynamics and cause a [...]
22 Jul
Using Meta-Reasoning to Improve the Performance of Case-Based Planning
Posted by cognitivecomputing in Game AI, Learning. Tagged: case-based reasoning, games, meta-reasoning, planning, real-time cbr, rts games. Leave a Comment
Case-based planning (CBP) systems are based on the idea of reusing past successful plans for solving new problems. Previous research has shown the ability of meta-reasoning approaches to improve the performance of CBP systems. In this paper we present a new meta-reasoning approach for autonomously improving the performance of CBP systems that operate in real-time [...]
16 Jul
An Ensemble Learning and Problem Solving Architecture for Airspace Management
Posted by cognitivecomputing in Learning. Tagged: case-based reasoning, meta-reasoning, multistrategy learning, problem solving. Leave a Comment
In this paper we describe the application of a novel learning and problem solving architecture to the domain of airspace management, where multiple requests for the use of airspace need to be reconciled and managed automatically. The key feature of our “Generalized Integrated Learning Architecture” (GILA) is a set of integrated learning and reasoning (ILR) [...]
15 Jul
Goal-Driven Learning in the GILA Integrated Intelligence Architecture
Posted by cognitivecomputing in Learning. Tagged: goal-driven learning, meta-reasoning, multistrategy learning, problem solving. Leave a Comment
Goal Driven Learning (GDL) focuses on systems that determine by themselves what has to be learned and how to learn it. Typically GDL systems use meta-reasoning capabilities over a base reasoner, identifying learning goals and devising strategies. In this paper we present a novel GDL technique to deal with complex AI systems where the meta-reasoning [...]
22 May
Emotional Memory and Adaptive Personalities
Posted by cognitivecomputing in Agents, Learning, Robotics. Tagged: believable agents, case-based reasoning, interactive drama, meta-reasoning, virtual worlds. 1 Comment
Believable agents designed for long-term interaction with human users need to adapt to them in a way which appears emotionally plausible while maintaining a consistent personality. For short-term interactions in restricted environments, scripting and state machine techniques can create agents with emotion and personality, but these methods are labor intensive, hard to extend, and brittle [...]
23 Oct
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
Posted by cognitivecomputing in Game AI, Learning. Tagged: games, meta-reasoning, rts games. Leave a Comment
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks are a) the effort required to author the behaviors and b) the revision cycle as, for most games, it is practically impossible to write a behavior for the computer game [...]