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Porównanie modeli Sztucznej Inteligencji wykorzystywanych w grach komputerowych na platformie Unity

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Warianty tytułu
EN
Comparision of Artificial Inteligence models used in computer games on the Unity platform
Języki publikacji
PL
Abstrakty
PL
Analiza porównawcza modeli sztucznej inteligencji (SI) stosowanych w grach komputerowych obejmuje różnorodne podejścia i techniki wykorzystywane do stworzenia inteligentnych agentów w środowisku gier. Współczesne gry komputerowe wykorzystują zaawansowane systemy SI w celu zapewnienia bardziej realistycznego i wymagającego doświadczenia dla graczy. Do porównania wykorzystano trzy modele: State Machine, AI Utility oraz GOAP. Celem było zbadanie ich efektywności i zastosowania w kontekście tworzenia inteligentnych agentów w środowisku gier. Współczesne gry coraz częściej wykorzystująnowoczesne modele AI, aby zapewnić graczom immersyjność oraz zachować realizm. Podczas badań, zaimplementowano każdy z modeli a uzyskane wyniki zostały poddane szczegółowej analizie.
EN
Comparative analysis of artificial intelligence (AI) models used in computer games encompasses various approaches and techniques employed to create intelligent agents within gaming environments. Contemporary computer games utilize advanced AI systems to provide a more realistic and demanding experience for players. Three models were compared: Finite State Machine, AI Utility, and GOAP. The aim was to examine their effectiveness and applications in the context of creating intelligent agents in gaming environments. Modern games increasingly employ sophisticated AI models to ensure player immersion and maintain realism. During the research, each model was implemented, and the obtained results were subjected to detailed analysis.
Rocznik
Tom
Strony
317--322
Opis fizyczny
Bibliogr. 33 poz., rys., tab.
Twórcy
  • Department of Computer Science, Lublin University of Technology, Nadbystrzycka 36B, 20-618 Lublin (Poland)
  • Department of Computer Science, Lublin University of Technology, Nadbystrzycka 36B, 20-618 Lublin (Poland)
Bibliografia
  • 1] J. P. Sousaa, R. Tavaresa, J. P. Gomesa, V. Mendonça, Review and analysis of research on Video Games and Artificial Intelligence: a look back and a step forward, Procedia Computer Science 204 (2022) 315-323, https://doi.org/10.1016/j.procs.2022.08.038.
  • [2] G. N. Yannakakis, J. Togelius, Artificial Intelligence and Games, In Genetic Programming and Evolvable Machines 20 (2019) 143-145, https://doi.org/10.1007/978-3-319-63519-4.
  • [3] Understanding the Role of AI in Gaming, https://aithority.com/computer-games/understanding-the-role-of-ai-in-gaming/, [11.07.2024].
  • [4] Ch-H. Ko, J-Y. Yen, Impact of COVID-19 on gaming disorder: Monitoring and prevention, Journal of Behavioral Addictions 9 (2020) 187-189, https://doi.org/10.1556/2006.2020.00040.
  • [5] F. Pallavicini, A. Pepe, F. Mantovani, The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review, Cyberpsychology, Behavior, and Social Networking 25 (2022) 334-354, https://doi.org/10.1089/cyber.2021.0252.
  • [6] A. El Rhalibi, K. Wai Wong, M. Price, Artificial Intelligence for Computer Games, International Journal of Computer Games Technology 1 (2009) 251652-251655, https://doi.org/10.1155/2009/251652.
  • [7] F. Safadi, R. Fonteneau, D. Ernst, Artificial Intelligence in Video Games: Towards a Unified Framework, International Journal of Computer Games Technology 1 (2015) 271296-271321, https://doi.org/10.1155/2015/271296.
  • [8] M. Buckland, Programming Game AI by Example, Jones & Bartlett Learning, Burlington, 2004.
  • [9] AI in Video Games: Toward a More Intelligent Game, https://sitn.hms.harvard.edu/, [11.07.2024].
  • [10] Artificial intelligence in gaming: Revolutionizing the player experience, https://www.aiacceleratorinstitute.com/, [11.07.2024].
  • [11] M. Mitchell, Artificial Intelligence: A Guide for Thinking Humans, Farrar, Straus & Giroux, New York, 2020.
  • [12] Gaming and Artificial Intelligence, https://www.gamedesigning.org, [11.07.2024].
  • [13] S. Russell, Human Compatible: Artificial Intelligence and the Problem of Control, Penguin Books, London, 2019.
  • [14] Q. Yin, J. Yang, K. Huang, M. Zhao, W. Ni, B. Liang, Y. Huang, S. Wu, L. Wang, AI in Human-computer Gaming: Techniques, Challenges and Opportunities, Machine Intelligence Research 20 (2023) 299-317, https://doi.org/10.1007/s11633-022-1384-6.
  • [15] GameAce Ai in Game Development, https://game-ace.com/blog/ai-in-game-development, [11.07.2024].
  • [16] Artificial Intelligence in video games, https://www.saagie.com/en/blog/artificial-intelligence-in-video-games, [11.07.2024].
  • [17] A. Andi, J. Charles, O. Pribadi, C. Juliandy, R. Robet, Game Development “Kill Corona Virus” for Education About Vaccination Using Finite State Machine and Collision Detection, Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control 7 (2022) 317-326, https://doi.org/10.22219/kinetik.v7i4.1470.
  • [18] Using GOAP to simplify FSMs, https://medium.com, [11.07.2024].
  • [19] G. N. Yannakakis, J. Togelius, Artificial Intelligence and Games, Springer, Heidelberg, 2018.
  • [20] I. Millington, J. Funge, Artificial Intelligence for Games, CRC Press, Boca Raton, 2006.
  • [21] Ł. Gałka, M. Dzieńkowski, Analysis of selected methods of creating artificial intelligence on the example of a popular card game, Journal of Computer Sciences 16 (2020) 233-240, https://doi.org/10.35784/jcsi.2194.
  • [22] K. Litwynenko, Analiza możliwości wykorzystania algorytmów uczenia maszynowego w środowisku Unity, Praca magisterska, Politechnika Lubelska, Lublin, 2021.
  • [23] S. Yakowitz, M. Kollier, Machine learning for optimal blackjack counting strategies, Journal of Statistical Planning and Inference 33 (1992) 295-309, https://doi.org/10.1016/0378-3758(92)90001-9.
  • [24] LearnUnity, https://learn.unity.com, [11.07.2024].
  • [25] GameAiPro, https://www.gameaipro.com, [11.07.2024].
  • [26] A. Simonov, A. Zagarskikh, V. Fedorov, Applying Behavior characteristics to decision-making process to create believable game AI, Procedia Computer Science 156 (2019) 404-413, https://doi.org/10.1016/j.procs.2019.08.222.
  • [27] State Machines in Unity (how and when to use them), https://gamedevbeginner.com/state-machines-in-unity-how-and-when-to-use-them, [11.07.2024].
  • [28] What is a finite state machine? - Definition, https://www.techtarget.com/whatis/definition/finite-state-machine, [11.07.2024].
  • [29] AI (FSM, Behavior Tree, GOAP, Utility AI), https://anshuman-kumar.gitbook.io, [11.07.2024].
  • [30] J. Orkin, T. Smith, D. Roy, Behavior Compilation for AI in Games, Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 6 (2010) 162-167, https://doi.org/10.1609/aiide.v6i1.12406.
  • [31] M. Świechowski, D. Lewiński, R. Tyl, Combining Utility AI and MCTS Towards Creating Intelligent Agents in Video Games, with the Use Case of Tactical Troops: Anthracite Shift. In IEEE Symposium Series on Computational Intelligence (2021) 1-8, https://doi.org/10.1109/SSCI50451.2021.9660170.
  • [32] S. M. Cossu, Beginning Game AI with Unity: Programming Artificial Intelligence with C#, APress, London, 2020.
  • [33] Dr. E. Lavieri, Getting Started with Unity 5, Packt Publishing, Birmingham, 2015.
Uwagi
Opracowanie rekordu ze środków MNiSW, umowa nr POPUL/SP/0154/2024/02 w ramach programu "Społeczna odpowiedzialność nauki II" - moduł: Popularyzacja nauki (2025).
Typ dokumentu
Bibliografia
Identyfikator YADDA
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