Book chapter
Case-Based Reasoning and User-Generated Artificial Intelligence for Real-Time Strategy Games
Artificial Intelligence for Computer Games, pp 103-124
01 Jan 2011
Abstract
Creating artificial intelligence (AI) for complex computer games requires a great deal of technical knowledge as well as engineering effort on the part of game developers. This chapter focuses on techniques that enable end-users to create AI for games without requiring technical knowledge using case-based reasoning (CBR) techniques. AI creation for computer games typically involves two steps: (a) generating a first version of the AI, and (b) debugging and adapting it via experimentation. We will use the domain of real-time strategy games to illustrate how CBR can address both steps.
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Details
- Title
- Case-Based Reasoning and User-Generated Artificial Intelligence for Real-Time Strategy Games
- Creators
- Santiago Ontanon - Artificial Intelligence Research InstituteAshwin Ram - Georgia Institute of Technology
- Contributors
- P A GonzalezCalero (Editor)M A GomezMartin (Editor)
- Publication Details
- Artificial Intelligence for Computer Games, pp 103-124
- Publisher
- Springer Nature; NEW YORK
- Number of pages
- 22
- Resource Type
- Book chapter
- Language
- English
- Academic Unit
- Computer Science (Computing)
- Web of Science ID
- WOS:000289749900005
- Scopus ID
- 2-s2.0-84855807454
- Other Identifier
- 991021869110804721
InCites Highlights
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- Collaboration types
- Domestic collaboration
- International collaboration
- Web of Science research areas
- Computer Science, Artificial Intelligence