Artificial Intelligence in Games : Faking Human Behavior

Detta är en Kandidat-uppsats från Uppsala universitet/Institutionen för speldesign

Sammanfattning: This paper examines the possibilities of faking human behavior with artificial intelligence in computer games, by using efficient methods that save valuable development time and also creates a more rich experience for the players of a game. The specific implementation of artificial intelligence created and discussed is a neural network controlling a finite-state machine. The objective was to mimic human behavior rather than simulating true intelligence. A 2D shooter game is developed and used for experiments performed with human and artificial intelligence controlled players. The game sessions played were recorded in order for other humans to replay. Both players and spectators of the game sessions left feedbacks and reports that could later be analyzed. The data collected from these experiments was then analyzed, and reflections were made on the entire project. Tips and ideas are proposed to developers of shooter games who are interested in making human-like artificial intelligence. Conclusions are made and extra information is provided in order to further iterate on this research.

  HÄR KAN DU HÄMTA UPPSATSEN I FULLTEXT. (följ länken till nästa sida)