Advertisement

Constructing a BDI Agent to Deploy in an Interactive Computer Game Environment

  • In-Cheol Kim
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3192)

Abstract

In this paper, we introduce the architecture and the path-planning behavior of KGBot. KGBot is an intelligent character agent deploying in an interactive computer game environment. It has been implemented as a bot client in the Gamebots system. KGBot adopts a general BDI engine, UM-PRS, as its central decision-making part. Considering its limited range of view, KGBot uses an extended real-time search algorithm, RTA-RG, for planning paths. Through some experiments, we investigate the efficiency of the UM-PRS engine and that of the real-time search algorithm for controlling KGBot in this complex virtual environment.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Stentz, A.: Optimal and Efficient Path Planning for Partially Known Environments. In: Proceedings of ICRA 1994, pp. 3310–3317 (1994)Google Scholar
  2. 2.
    Shapiro, D.: Controlling Gaming Agents via Reactive Programs. In: Proceedings of the AAAI Spring Symposium on AI and Computer Games, pp. 73–76 (1999)Google Scholar
  3. 3.
    Gerstmann, J.: Unreal Tournament: Action Game of the Year, GameSpot (1999)Google Scholar
  4. 4.
    Jaeho, L., Huber, M.J., Durfee, E.H., Kenny, P.G.: UM-PRS: An Implementation of The Procedural Reasoning System for Multirobot Applications. In: Proceedings of CIRFFSS 1994, pp. 842–849 (1994)Google Scholar
  5. 5.
    Laird, J.E., Lent, M.: Human-level AI’s Killer Application: Interactive Computer Games. In: Proceedings of AAAI 2000 (2000)Google Scholar
  6. 6.
    Funge, J.: AI for Games and Animation: A Cognitive Modeling Approach. A.K. Peters, Wellesley (1999)Google Scholar
  7. 7.
    Knight, K.: Are Many Reactive Agents Better Than a Few Deliberative Ones. In: Proceedings of IJCAI 1993, pp. 432–437 (1993)Google Scholar
  8. 8.
    Perlin, K., Goldberg, A.: IMPROV: A System for Scripting Interactive Actors in Virtual Worlds. In: Proceedings of SIGGRAPH 1996, pp. 205–216 (1996)Google Scholar
  9. 9.
    Adobbati, R., et al.: Gamebots: A 3D Virtual World Test-Bed for Multi-Agent Research. In: Proceedings of Agents 2001 (2001)Google Scholar
  10. 10.
    Korf, R.: Real-Time Heuristic Search. Artificial Intelligence 42(3), 189–211 (1990)zbMATHCrossRefGoogle Scholar
  11. 11.
    Stern, R.: Optimal Path Search in Unknown Physical Environments, MSc thesis, CS Dept., Bar-Ilan University, Israel (2001)Google Scholar
  12. 12.
    Rabin, S.: AI Game Programming Wisdom, Charles River Media (2002)Google Scholar
  13. 13.
    Kitamura, Y., Teranishi, K., Tatsumi, S.: Organizational Strategies for Multiagent Real- Time Search. In: Proceedings of ICMAS 1996, pp. 150–156 (1996)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2004

Authors and Affiliations

  • In-Cheol Kim
    • 1
  1. 1.Department of Computer ScienceKyonggi UniversitySuwon-si, Kyonggi-doKorea

Personalised recommendations