Published:
May 2004
Proceedings:
Proceedings of the Seventeenth International Florida Artificial Intelligence Research Society Conference (FLAIRS 2004)
Volume
Issue:
Proceedings of the Seventeenth International Florida Artificial Intelligence Research Society Conference (FLAIRS 2004)
Track:
All Papers
Downloads:
Abstract:
Thenecessity for improved players and opponents in firstperson entertainment-based real-time artificial environments has inspired our research into artificial game players. We employed the approach of creating agent-based players, one using simple reflex-action based components and another based on a back propagation neural network, to interact in a modified Quake II environment. Our evaluation of these agents utilizes two metrics, a statistical measure and graph similarity based on clustering from player performance traces against interactive feature points in the environments—both comparing the agents to a sample of 20 human players. The reflex-based agent was able to complete 29 of 100 test levels with 73.1% within statistical humanperformance levels and 15.4% similar to the human players, while the BPNN-based agent was unable to complete any levels. These results, including some additional findings that reveal the potential for a combinational approach, are inspiring an architectural vision of a multi-agent system to provide an advanced artificial intelligence engine for the embodiment of advanced artificial characters in gaming and simulation domains.
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FLAIRS
Proceedings of the Seventeenth International Florida Artificial Intelligence Research Society Conference (FLAIRS 2004)
ISBN 978-1-57735-201-3
Published by The AAAI Press, Menlo Park, California.