Map-adaptive artificial intelligence for video games

Laurens van der Blom*, Sander Bakkes, Pieter Spronck

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

This paper proposes an approach to automatically adapt game AI to the environment of the game (i.e., the socalled map). In the approach, a particular map is first analysed for specific features. Subsequently, an automatically established decision tree is applied to adapt the game AI according to the features of the map. Experiments that test our approach are performed in the RTS game Spring. From our results we may conclude that the approach can be used to automatically establish effective strategies dependent on the map of a game.

Original languageEnglish
Title of host publication8th International Conference on Intelligent Games and Simulation, GAME-ON 2007
Pages53-60
Number of pages8
Publication statusPublished - 2007
Event8th International Conference on Intelligent Games and Simulation, GAME-ON 2007 - Bologna, Italy
Duration: 20 Nov 200722 Nov 2007

Publication series

Name8th International Conference on Intelligent Games and Simulation, GAME-ON 2007

Conference

Conference8th International Conference on Intelligent Games and Simulation, GAME-ON 2007
Country/TerritoryItaly
CityBologna
Period20/11/0722/11/07

Bibliographical note

Copyright:
Copyright 2013 Elsevier B.V., All rights reserved.

Fingerprint

Dive into the research topics of 'Map-adaptive artificial intelligence for video games'. Together they form a unique fingerprint.

Cite this