Artikelbeschreibung
Commercial computer games have significantly evolved
in the recent decade. Current games feature vast and
highly detailed virtual environments with realistic
physics, complex and highly dynamic gameplay as well
as complex multi-player game modes. Therefore, the
creation of sophisticated and intelligent game agents
that oppose or collaborate with the player has become
a considerable challenge in terms of competitive
performance and fast adaptation, but also concerning
the believability of the shown behaviour. This book
gives a general introduction into the field of
artificial intelligence in computer games and
proposes several approaches to create intelligent
game characters for a computer game. The focus of
these approaches is to create competitive and quickly
adapting game agents that show sophisticated,
human-like behaviours. The proposed methods are based
on the imitation of other players and the usage of a
population of se
veral agents that collaborate to
accelerate the learning process. The foundation of
the presented work lies in the utilisation of
powerful adaptation and learning techniques like
evolutionary algorithms, reinforcement learning and
social learning.
Personeninformation
Steffen Priesterjahn was born in 1979 in Blankenburg, Germany.
From 1998 to 2003 he studied computer science and mathematics at
the TU Clausthal. In 2008 he received his Ph.D. on the topic of
AI and computer games from the University of Paderborn. He is
currently employed at Wincor Nixdorf where he is researching
intelligent security systems.
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