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A DSL for describing the artificial intelligence in real-time video games

Published: 18 May 2013 Publication History

Abstract

Many games have computer-controlled agents that play against a player. The behavior of these computer-controlled agents is described by means of the artificial intelligence (AI) in the game. The AI is an important component of the game, and needs to be developed carefully, and adapted regularly. This paper introduces a novel language for describing the decision making process of the AI in real-time video games. We develop a declarative, domain-specific language (DSL) embedded in the functional programming language Haskell for real-time video games. We use the DSL to describe the AI of a prototype real-time video game.

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Cited By

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  • (2018)Learning Avatar's Locomotion Patterns Through Spatial Analysis in FPS Video GamesInternational Journal of Organizational and Collective Intelligence10.4018/IJOCI.20180101038:1(28-45)Online publication date: 1-Jan-2018

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Published In

cover image ACM Conferences
GAS '13: Proceedings of the 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change
May 2013
54 pages
ISBN:9781467362634
  • Conference Chairs:
  • Kendra Cooper,
  • Walt Scacchi,
  • Alf Inge Wang

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IEEE Press

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Published: 18 May 2013

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  • (2018)Learning Avatar's Locomotion Patterns Through Spatial Analysis in FPS Video GamesInternational Journal of Organizational and Collective Intelligence10.4018/IJOCI.20180101038:1(28-45)Online publication date: 1-Jan-2018

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