• DocumentCode
    1008039
  • Title

    Bots Get Smart

  • Author

    Schaeffer, Jonathan ; Bulitko, Vadim ; Buro, Michael

  • Volume
    45
  • Issue
    12
  • fYear
    2008
  • Firstpage
    48
  • Lastpage
    56
  • Abstract
    The main challenge in making video games is to make computer-generated characters-dubbed bots-act realistically. They must, of course, look good and move naturally. But, ideally, they should also be able to engage in believable conversations, plan their actions, find their way around virtual worlds, and learn from their mistakes. That is, they need to be smart. Today many video games create only an illusion of intelligence, using a few programming tricks. But in the not-so -distant future, game bots will routinely use sophisticated AI techniques to shape their behavior. We and our colleagues in the University of Alberta GAMES (game-playing, analytical methods, minimax search and empirical studies) research group, in Edmonton, Canada, have been working to help bring about such a revolution.
  • Keywords
    artificial intelligence; avatars; computer games; AI techniques; Alberta University; GAMES research group; artificial intelligence; computer-generated characters; game bots; video games; virtual worlds; Artificial intelligence; Games; Minimax techniques; Shape;
  • fLanguage
    English
  • Journal_Title
    Spectrum, IEEE
  • Publisher
    ieee
  • ISSN
    0018-9235
  • Type

    jour

  • DOI
    10.1109/MSPEC.2008.4688952
  • Filename
    4688952