Artificial Intelligence for Computer Games

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: closed (31 March 2017) | Viewed by 6804

Special Issue Editor


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Guest Editor
Department of Information Technology, University of Turku, 20500 Turku, Finland
Interests: game development; interactive storytelling; algorithm research; software development

Special Issue Information

Dear Colleagues,

Computer games are providing exciting possibilities to study and extend the use of artificial intelligence (AI). Traditionally, AI methods have formed an essential part of controlling the non-player characters (NPCs) in a game, providing a challenge to human players. AI methods are also necessary in building believable virtual game worlds procedurally, and they are used in analyzing player behavior to enhance the gaming experience. Additionally, with the advent of gamification (i.e., the use of game mechanics and thinking), game AI is finding new application areas, for example, in health-care, education, and business.

To reflect this multi-faceted field of game AI research, we are inviting authors to submit original contributions including (but not limiting to) the following topics:

•    Path finding
•    Group movement
•    Automated planning
•    Decision-making
•    Statistical reasoning
•    Character behavior modeling
•    Soft computing
•    Procedural generation
•    Simulation modeling
•    Game trees
•    Gamification and serious games
•    Interactive storytelling

Dr. Jouni Smed
Guest Editor

Manuscript Submission Information

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Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Computers is an international peer-reviewed open access monthly journal published by MDPI.

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Keywords

  • Computer games
  • Game algorithms
  • Non-player characters
  • Artificial intelligence

Published Papers (1 paper)

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Research

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Article
The Right to Remember: Implementing a Rudimentary Emotive-Effect Layer for Frustration on AI Agent Gameplay Strategy
by James Stallwood and Ashok Ranchhod
Computers 2017, 6(2), 18; https://doi.org/10.3390/computers6020018 - 12 May 2017
Viewed by 6282
Abstract
AI (Artificial Intelligence) is often looked at as a logical way to develop a game agent that methodically looks at options and delivers rational or irrational solutions. This paper is based on developing an AI agent that plays a game with a similar [...] Read more.
AI (Artificial Intelligence) is often looked at as a logical way to develop a game agent that methodically looks at options and delivers rational or irrational solutions. This paper is based on developing an AI agent that plays a game with a similar emotive content like a human. The purpose of the study was to see if the incorporation of this emotive content would influence the outcomes within the game Love Letter. In order to do this an AI agent with an emotive layer was developed to play the game over a million times. A lower win/loss ratio demonstrates that, to some extent, this methodology was vindicated and a 100 per cent win for the AI agent did not happen. Machine learning techniques were modelled purposely so as to match extreme models of behavioural change. The results demonstrated a win/loss ratio of 0.67 for the AI agent and, in many ways, reflected the frustration that a normal player would exhibit during game play. As was hypothesised, the final agent investment value was, on average, lower after match play than its initial value. Full article
(This article belongs to the Special Issue Artificial Intelligence for Computer Games)
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