AI-based game design patterns
Treanor, Mike and Zook, Alexander and Eladhari, Mirjam P and Togelius, Julian and Smith, Gillian and Cook, Michael and Thompson, Tommy and Magerko, Brian and Levine, John and Smith, Adam; (2015) AI-based game design patterns. In: Proceedings of the 10th International Conference on the Foundations of Digital Games 2015 (FDG 2015). Society for the Advancement of Digital Games, USA. ISBN 9780991398249
|
Text (Treanor-etal-FDG2015-AI-based-game-design-patterns)
Treanor_etal_FDG2015_AI_based_game_design_patterns.pdf Accepted Author Manuscript Download (1MB)| Preview |
Abstract
This paper proposes a model for designing games around Artificial Intelligence (AI). AI-based games put AI in the foreground of the player experience rather than in a supporting role as is often the case in many commercial games. We analyze the use of AI in a number of existing games and identify design patterns for AI in games. We propose a generative ideation technique to combine a design pattern with an AI technique or capacity to make new AI-based games. Finally, we demonstrate this technique through two examples of AI-based game prototypes created using these patterns.
Creators(s): |
Treanor, Mike, Zook, Alexander, Eladhari, Mirjam P, Togelius, Julian, Smith, Gillian, Cook, Michael, Thompson, Tommy, Magerko, Brian, Levine, John ![]() | Item type: | Book Section |
---|---|
ID code: | 57219 |
Keywords: | artificial intelligence, ai-based games, computer games, game design, machine learning, game genres, non-player characters, foreground AI, Computer software, Artificial Intelligence |
Subjects: | Science > Mathematics > Computer software |
Department: | Faculty of Science > Computer and Information Sciences |
Depositing user: | Pure Administrator |
Date deposited: | 02 Aug 2016 10:42 |
Last modified: | 06 Dec 2020 02:32 |
Related URLs: | |
URI: | https://strathprints.strath.ac.uk/id/eprint/57219 |
Export data: |