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<p>The authors describe the application of two different AI techniques to the development of computer game characters. The systems described use simple and computationally inexpensive mechanisms to produce engaging behavior, and their performance characteristics fit the computational constraints of game development. The authors exposit the motivation behind their approach and then describe two experimental systems: Groo, an agent that plays death match in the game Half-Life, and Trash-talking 14-year-old Moron (tt14m), a chatting bot for the game Counter-Strike.</p>
entertainment, game agents, behavior-based networks.

A. Khoo and R. Zubek, "Applying Inexpensive AI Techniques to Computer Games," in IEEE Intelligent Systems, vol. 17, no. , pp. 48-53, 2002.
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