Seminar 11/2/11: Emergence and Game AI, Joseph Binns and David Ziemann

November 2, 2011

The demands on artificial intelligence (AI) in modern video games are at a level much higher than in the past. The systems of these games must not only track the actions of the player, but also allow AI-controlled actors to work towards accomplishing a large number of goals in a realistic manner. One design methodology that can help overcome these challenges is emergent design. In an emergent system, actors interact with each other and the environment based on their traits and goals. We will discuss the challenges facing AI in video games, the basic principles of emergent design, and several implementations of emergent design in video games.

Sources: Nareyek, Alexander. “AI in Computer Games.” ACM Queue 1.10 (2004): 59-65. ACM Digital Library. Web.
Yildirim, Sule, and Sindre B. Stene. “A Survey on the Need and Use of AI in Game Agents.” SpringSim (2008): 124-31. ACM Digital Library. Web.
Schrum, Jacob, and Risto Miikkulainen. “Evolving Multi-modal Behavior in NPCs.” n. page. Web. 31 Oct. 2011. ftp://ftp.cs.utexas.edu/pub/neural-nets/papers/schrum.cig09.pdf.
“Minecraft.” http://www.minecraft.net/. N.p., n.d. Web. 28 Oct 2011.
“Stellar Alchemy.” http://www.stellaralchemy.com/lee/virtual_creatures.php. Lee Graham, n.d. Web. 28 Oct 2011.


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