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Game AI refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of non-player characters (NPCs). The techniques used typically draw upon existing methods from the academic field of Artificial Intelligence (AI). However, the term game AI is often used to refer to a broad set of algorithms that also includes techniques from control theory, robotics, computer graphics and computer science in general. This article is about computer and video games. ...
A non-player character is a fictional character in a role-playing game whose role is generally created and performed by the gamemaster. ...
Hondas intelligent humanoid robot Artificial intelligence (AI) is defined as intelligence exhibited by an artificial entity. ...
For the application to living systems, see perceptual control theory. ...
It has been suggested that this article or section be merged with robot. ...
Computer graphics (CG) is the field of visual computing, where one utilizes computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world. ...
Computer science is the study of the theoretical foundations of information and computation and their implementation and application in computer systems. ...
For example, some game programmers consider any technique that is used to help create the illusion of intelligence to be part of a game's AI. This view is controversial because it includes techniques that are also widely used outside of a game's AI engine. For example, information about potential future collisions is an important input to algorithms that help create characters that are clever enough to avoid bumping into things. But the same collision detection techniques are also commonly needed to implement a game's physics. Similarly, line of sight test results are usually important inputs to AI targeting decisions, but are also widely used inside the rendering engine. A final example is scripting, which can be a convenient tool for all aspects of game development, but is often closely associated with controlling NPC's behavior. John Carmack is one of the most widely recognized and influential game programmers. ...
In physical simulations, video games and computational geometry, collision detection includes algorithms from checking for intersection between two given solids, to calculating trajectories, impact times and impact points in a physical simulation. ...
Rendering is the process of generating an image from a model, by means of a software program. ...
Scripting programming languages (commonly called scripting languages or script languages) are computer programming languages designed for scripting the operation of a computer. ...
Purists complain that the "AI" in the term "game AI" overstates its worth, as game AI is not about intelligence, and shares few of the objectives of the academic field of AI. Whereas "real" AI addresses fields of machine learning, decision making based on arbitrary data input, and even the ultimate goal of strong AI that can reason, "game AI" often consists of a half-dozen rules of thumb, or heuristics, that are just enough to give a good gameplay experience. Intelligence is the mental capacity to reason, plan, solve problems, think abstractly, comprehend ideas and language, and learn. ...
In the philosophy of artificial intelligence, strong AI is the claim that some forms of artificial intelligence can truly reason and solve problems; strong AI states that it is possible for machines to become sapient, or self-aware, but may or may not exhibit human-like thought processes. ...
In computer science, besides the common use as rule of thumb (see heuristic), the term heuristic has two well-defined technical meanings. ...
Game developer's increasing awareness of academic AI and a growing interest in computer games by the academic community is causing the definition of what counts as AI in a game to become less idiosyncratic. Nevertheless, significant differences between different application domains of AI mean that game AI can still be viewed as a distinct subfield of AI. In particular, the ability to legitimately solve some AI problems in games by cheating creates an important distinction. For example, inferring the position of an unseen object from past observations can be a difficult problem when AI is applied to robotics, but in a computer game an NPC can simply look up the position in the game's scene graph. Such cheating can lead to unrealistic behavior and so is not always desirable. But its possibility serves to distinguish game AI and leads to new problems to solve, such as when and how to use cheating. This article needs to be cleaned up to conform to a higher standard of quality. ...
// Introduction A scene-graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games. ...
General Theory and Research
Applied AI and Focused Research Traditional Turn Based Games This category includes AI for computer games but not video games with a "real time" element like a typical action-oriented console game even if the strategy component of those game is central to the gameplay. Obviously there is some overlap in the grey areas between a game like Chess and a game like Pac-Man and this is where some of the most interesting computer and video games reside. Action games could be considered the video game equivalent of action movies. ...
A video game console is a dedicated electronic machine designed to play video games. ...
Listen to this article · (info) This audio file was created from an article revision dated 2006-03-08, and does not reflect subsequent edits to the article. ...
Pac-Man is an arcade game developed by Namco and licensed for distribution by Midway Games in 1979. ...
References - Bourg; Seemann (2004). AI for Game Developers. O'Reilly & Associates. ISBN 0596005555.
- Buckland (2002). AI Techniques for Game Programming. Muska & Lipman. ISBN 193184108X.
- Buckland (2004). Programming Game AI By Example. Wordware Publishing. ISBN 1556220782.
- Champandard (2003). AI Game Development. New Riders. ISBN 1592730043.
- Funge (1999). AI for Animation and Games: A Cognitive Modeling Approach. A K Peters. ISBN 1568811039.
- Funge (2004). Artificial Intelligence for Computer Games: An Introduction. A K Peters. ISBN 1568812086.
- Millington (2005). Artificial Intelligence for Games. Morgan Kaufman. ISBN 0124977820.
- Schwab (2004). AI Game Engine Programming. Charles River Media. ISBN 1584503440.
- Smed and Hakonen (2006). Algorithms and Networking for Computer Games. John Wiley & Sons. ISBN 0470018127.
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