About site: Artificial Intelligence/Games - John Laird's Artificial Intelligence & Computer Games Research
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  About site: http://ai.eecs.umich.edu/people/laird/gamesresearch.html

Title: Artificial Intelligence/Games - John Laird's Artificial Intelligence & Computer Games Research Information about some research on Computer Games and Artificial Intelligence in academia.
Kynogon,_an_Artificial_Intelligence_expert_for_the_video_game_industry Kynogon develops advanced AI solutions for the interactive entertainment industry and takes into account the uniqueness of each game. Costs are reduced, deadlines achieved and time-to-market respected

Logistello Othello program written by Michael Buro. Publications, game records.

Machine_Learning_in_Games Review of research and implementations in Backgammon, Othello, soccer, and other games.

RoboCup__The_Robot_World_Cup Aims to develop a team of fully autonomous humanoid robots that can win against the human world soccer champion team.

SimBionic An intelligent agent toolkit that lets you create behaviors within games and simulations quickly and easily, without programming, using its graphical user interface.

Steering_Behaviors Description of techniques to autonomously steer vehicles through a predefined virtual world. Simple behaviors (e.g. obstacle avoidance) can be combined to create more complex behaviors.


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John Laird's Computer Games Research

John Laird'sArtificial Intelligence & Computer Games Research

 General AI andComputer Games A general, over-the-top paper attempting to rally people to work on artificial intelligence and computer games: Interactive Computer Games: Human-level AI's Killer Application. This was presented as an invited talk at the National Conference on Artificial Intelligence (AAAI) on August 2, 2000 with Michael van Lent. A revised version of the above paper that emphasizes the different genres of AI in computer games: The Role of AI in Computer Game Genres. This will appear in a book someday. Written with Michael van Lent. An article on using AI and games for research with details of the anticipation in Quakebot (see related paper below). Using a Computer Game to Develop Advanced AI, Computer, 34 (7), July 2001, pp. 70-75. A more recent and briefer paper that gives an overview of our Research in Human-level AI using Computer Games.This was published in Communications of the ACM in January 2002. I've written a short paper on Design Goals for Autonomous Synthetic Characters. Laird, J. E. and van Lent, Michael, Developing an Artificial Intelligence Engine, Proceedings of the Game Developers Conference, March 16-18, 1999, San Jose, CA, pp. 577-588. The first paper we wrote that describes interface Soar to Quake and Descent. van Lent, Laird, J. E., Buckman, J., Hartford, J., Houchard, S., Steinkraus, K., and Tedrake, R. Intelligent Agents in Computer Games, Proceedings of the National Conference on Artificial Intelligence, July 1999, Orlando, FL, pp. 929-930.Haunt 2We are now devoting our efforts to developing an adventure-style game wherehuman-level AI characters really make a difference. We are doing it as a mod toUnreal Tournament.  The working title isHaunt 2 (see this link for details of the original Haunt.). http://ai.eecs.umich.edu/~soar/sitemaker/projects/haunt/ Brian Magerko, John E. Laird, Mazin Assanie, Alex Kerfoot, Devvan Stokes, AI Characters and Directors for Interactive Computer Games, Proceedings of the 2004 Innovative Applications of Artificial Intelligence Conference, San Jose, CA, July 2004. AAAI Press.Directors for Interactive DramaBrianMagerko is doing his thesis on directors for interactive drama.  ·        Magerko, B. "A Proposal foran Interactive Drama Architecture", AAAI 2002 SpringSymposium Series: Artificial Intelligence and Interactive Entertainment, March 2002.·        Magerko,B. & Laird, J. E. Towards Buildingan Interactive, Scenario-based Training Simulator, 10th ComputerGenerated Forces and Behavior Representation Conference, 2002, Orlando, FL.·        Magerko, B. & Laird, J. E., Buildingan Interactive Drama Architecture, 1st International Conferenceon Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Germany,March 24 – 26, 2003Quakebot A description of some experiments we have done with the Quakebot to test how human it behaves and whether we can modify some simple parameters to change skill levels: Creating Human-like Synthetic Characters with Multiple Skill Levels: A Case Study using the Soar Quakebot.   This appeared in the AAAI 2000 Fall Symposium Series: Simulating Human Agents, November 2000.·        A technical examination of the Soar Quakebot with emphasis on its ability to use anticipation: It Knows WhatYou're Going to Do: Adding Anticipation to a Quakebot.This appeared in the Agents 2001 conference. An earlier version first appearedin the AAAI 2000 Spring Symposium Series: Artificial Intelligence andInteractive Entertainment, March 2000: AAAI Technical Report SS-00-02.·        A comparison of AI in computer games to researchon computer generated forces (CGF) for distributed training. This paperincludes a shortened and updated version of some of the material in thefollowing paper. It is targeted to the CGF community. AnExploration into Computer Games and Computer Generated Forces, The Eighth Conference on Computer Generated Forces andBehavior Representation, May 2000, Orlando FL. ·        The games research uses the same technology we've used for simulating military pilots. This paper givesan overview of our military pilot simulation work and relates it to issues incomputer game AI development. Sorry but not all of the figures came through toPDF. Laird, J. E., and Jones, R. M. Building Advanced Autonomous AI Systems for Large Scale Real Time Simulations, Proceedings of the Computer Game Developers Conference, May 1998, Long Beach, CA. AI and GamesTutorialMike van Lent and I gave a tutorial on AI Tactical Decision-MakingTechniques at the 2001 and 2002 Game Developers Conference.Game Lecture Seriesat UM in 2000 and 2001·        Fall2001 Distinguish Lecture Series on Computer Games                  DougChurch’s Talk from 2001 Lecture SeriesLars Liden’s Talk from 2001 Lecture Series·        Fall 2000 DistinguishLecture Series on Computer Games·        2000 Poster ContributorsHere are the people who have contributed to our research on AI and computergames over the years (in alphabetical order): Ben Bachelor (Unreal Interface),Nathan Benninghoff (Unreal 3D models), Josh Buckman (Descent 3 interface), Karen Coulter (Soarsupport), Syed Enam-Ur-Rehman (Haunt Bot), Joe Hartford(Quake II interface), Ben Houchard (speech andteamwork), Steve Houchard (Quake II interface), BradJones (SGIO, Unreal and Quake interfaces), Alex Kerfoot (Unreal script), JohnLaird (project management and Quake bot), Colin Lauber (Haunt Level Design), Brad Muir (Half-Lifeinterface), Damien Neff (Descent 3 interface), Michael Parent (Haunt II), Jeff Sheiman (Unreal 3D models), Kurt Steinkraus (Socket-IO), Devvan Stokes (Haunt Level Design), Russ Tedrake (Descent bot), Amy Unger(Quake bot), Michael van Lent (project management andQuake bot), Mike Zielinski (Descent 3interface).  AI Game Web Sites: http://ai.eecs.umich.edu/people/laird/Game-AI-Resources.htmPictures Here are a bunch of picturesfrom AAAI '99 and our preparation for AAAI '99: Back to JohnLaird's Homepage
 

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