DocumentCode
644180
Title
Fighting game artificial intelligence competition platform
Author
Feiyu Lu ; Yamamoto, Koji ; Nomura, Luis H. ; Mizuno, Seiya ; YoungMin Lee ; Thawonmas, Ruck
Author_Institution
Intell. Comput. Entertainment Lab., Ritsumeikan Univ., Kusatsu, Japan
fYear
2013
fDate
1-4 Oct. 2013
Firstpage
320
Lastpage
323
Abstract
Game playing has provided an interesting framework for developing and testing artificial intelligence (AI) algorithms, with well-known examples such as Go and Chess. Since the first chess programs were written, there has been steady progress in the level of play to the point where current systems can challenge top-class human players. Recently, academia groups have created competitions to evaluate and compare AI methods, such as Ms Pac-Man versus Ghost Team and Student StarCraft AI Tournament. Those tournaments define their rules and goals based on the game they selected, according to which intelligent techniques and technologies are developed. We focus on a genre called fighting game. Examples of fighting games are Street Fighter, Tekken, and Mortal Kombat. To select the winner in the fighting game is simple: the winner is the character with less damage or the last one standing. In this paper we introduce a brand new competition based on a 2D fighting game written in Java.
Keywords
Java; artificial intelligence; computer games; AI algorithms; Java; Mortal Kombat; Street Fighter; Tekken; artificial intelligence; fighting game; game playing; Algorithm design and analysis; Artificial intelligence; Computational intelligence; Computers; Conferences; Engines; Games; AI; algorithms; artificial intelligence; contest; fighting game;
fLanguage
English
Publisher
ieee
Conference_Titel
Consumer Electronics (GCCE), 2013 IEEE 2nd Global Conference on
Conference_Location
Tokyo
Print_ISBN
978-1-4799-0890-5
Type
conf
DOI
10.1109/GCCE.2013.6664844
Filename
6664844
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