Authors:
Ghulam Mahdi
1
;
Yannick Francillette
1
;
Gouaich Abdelkader
1
;
Fabien Michel
1
and
Nadia Hocine
2
Affiliations:
1
LIRMM and Université Montpellier II, France
;
2
LIRMM and Université Montpellier II - LIRMM, France
Keyword(s):
Agents, Game AI, Level of Detail, Adaptation, MAS, Organization, Video games, Frame Rate.
Related
Ontology
Subjects/Areas/Topics:
Agents
;
AI and Creativity
;
Artificial Intelligence
;
Artificial Intelligence and Decision Support Systems
;
Bioinformatics
;
Biomedical Engineering
;
Distributed and Mobile Software Systems
;
Enterprise Information Systems
;
Information Systems Analysis and Specification
;
Knowledge Engineering and Ontology Development
;
Knowledge-Based Systems
;
Methodologies and Technologies
;
Multi-Agent Systems
;
Operational Research
;
Reactive AI
;
Simulation
;
Soft Computing
;
Software Engineering
;
Symbolic Systems
Abstract:
This paper suggests multi-agent systems (MASs) for implementing game artificial intelligence (AI) for video games. One of main hindrances against using MASs technology in video games has been the real-time constraints for frame rendering. In order to deal with the real-time constraints, we introduce an adaptation-oriented approach for maintaining frame rate in acceptable ranges. The adaptation approach is inspired from the level of detail (LoD) technique in 3D graphics. We introduce agent organizations for defining different roles of agents in game AI. The computational requirements of agent roles have been prioritized according to their functional roles in a game. In this way, adapting computational requirements of game AI works as a means for maintaining frame rate in acceptable ranges. The proposed approach has been evaluated through a pilot experiment by using a proof of concept game. The pilot experiment shows that LoD based adaptation allows maintaining frame rate in acceptable
ranges and therefore enhancing the quality of service.
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