By Norio Baba, Hisashi Handa

ISBN-10: 3540727043

ISBN-13: 9783540727040

ISBN-10: 3540727051

ISBN-13: 9783540727057

This ebook provides a pattern of the newest study in regards to the software of computational intelligence strategies and net expertise in laptop video games. The contents include:

  • COMMONS video game in clever environment
  • Adaptive new release of dilemma-based interactive narratives
  • Computational intelligence in racing games
  • Evolutionary algorithms for board video game avid gamers with area knowledge
  • The ChessBrain project
  • Electronic industry games
  • EVE’s entropy
  • Capturing participant leisure in laptop games

This ebook is directed to researchers, practising engineers/scientists and students.

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In these cases, we will likely need to look further than optimisation. From a cognitive science point of view, it is generally less interesting to study the optimal form of a particular behaviour whose general form has been predetermined, than it is to study the emergence (or non-emergence) of new and different behaviours. Furthermore, something so abstract and disembodied as an optimal set of construction priorities in an RTS game doesn’t seem to tell us much about cognition; some cognitive scientists would argue that trying to analyse such “intelligence” leads to the symbol grounding problem, as the inputs and outputs of the agent is not connected to the (real or simulated) world but only to symbols whose meaning has been decided by the human designer [10].

Once they have chosen, these repercussions on the storyworld will be implemented. The resultant state is thus entirely dependent on the user’s decision. The sequence in which the dilemmas are selected for planning is dependent on the story history, the frequency of dilemma use, dramatic interest and the user model. Dilemmas must depend on what has happened previously and thus become part of a consistent story. Certain dilemmas will only occur occasionally, others will be more frequent. This will need to be determined for each domain, and considered when selecting each dilemma.

Dilemmas are not running concurrently, therefore the build-up cannot be too extensive as the user could become disinterested in the experience. As a result, the system is designed to prefer shorter plans. Stories of the same length will involve more drama if plotlines are shorter. From these plans, that which is most dramatically interesting can be selected. Once the user has made their choice, the system updates the storyworld state in accordance with that choice. The system can then plan from the new state in order to be able to present another dilemma to the user – thus continuing the interactive drama.

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Advanced Intelligent Paradigms in Computer Games by Norio Baba, Hisashi Handa

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