Introduction to Behavior Algorithms for Fighting Games
Autor: | Ignacio Gajardo, Felipe Besoain, Nicolas A. Barriga |
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Rok vydání: | 2020 |
Předmět: |
FOS: Computer and information sciences
Finite-state machine Casual Computer science Computer Science - Artificial Intelligence media_common.quotation_subject Monte Carlo tree search ComputingMilieux_PERSONALCOMPUTING Behavior Trees Adversary GeneralLiterature_MISCELLANEOUS Tree (data structure) Adversarial system Artificial Intelligence (cs.AI) Quality (business) Algorithm media_common |
DOI: | 10.48550/arxiv.2007.12586 |
Popis: | The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce standard behavior algorithms in videogames, such as Finite-State Machines and Behavior Trees, as well as more recent developments, such as Monte-Carlo Tree Search. We will also discuss the existing and potential combinations of these algorithms, and how they might be used in fighting games. Since we are at the financial peak of fighting games, both for casual players and in tournaments, it is important to build and expand on fighting game AI, as it is one of the pillars of this growing market. Comment: in Spanish |
Databáze: | OpenAIRE |
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