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https://doi.org/10.1145/1822348.1822365
Title: | Real-time team-mate AI in games: A definition, survey, & critique | Authors: | McGee, K. Abraham, A.T. |
Issue Date: | 2010 | Citation: | McGee, K., Abraham, A.T. (2010). Real-time team-mate AI in games: A definition, survey, & critique. FDG 2010 - Proceedings of the 5th International Conference on the Foundations of Digital Games : 124-131. ScholarBank@NUS Repository. https://doi.org/10.1145/1822348.1822365 | Abstract: | Many contemporary games are team-based and there is a growing interest in, and need for, advances in team-mate AI for games. However, although there have been surveys of agent AI in games, to date there has been no survey of work on team-mate AI. Furthermore, the concept of "team-mate AI" is not currently well delineated to distinguish between work on independently-acting agents that happen to be on the same side from work on agents the coordinate their behaviors and decision-making in terms of their teammates behaviors, intentions, and the like. Also, it is important to distinguish between game AI that is used as an optimization technique from real-time game AI, so this paper proposes a definition for real-time team-mate AI (highlighted with examples by game genre), reviews work to date to implement real-time team-mate AI for games in terms of a number of AI research areas (e.g., coordinated action, prediction, learning), and concludes with a brief discussion of significant issues about the state of the art. © 2010 ACM. | Source Title: | FDG 2010 - Proceedings of the 5th International Conference on the Foundations of Digital Games | URI: | http://scholarbank.nus.edu.sg/handle/10635/124280 | ISBN: | 9781605589374 | DOI: | 10.1145/1822348.1822365 |
Appears in Collections: | Staff Publications |
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