User adaptive game characters using decision trees and FSMs

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. Some games, add realistic graphic effect and excellent acoustic effect, and make the tendencies of game players reflected. This paper suggests the method to collect and analyze the action patterns of game players. The game players' patterns are modeled using FSM (Finite State Machine). The result obtained by analyzing the data on game players is used for creating game-agents which show new action patterns by altering the FSM defined previously. This characters are adaptable game-agent which is learnable the action patterns of game players. The proposal method can be applied to create characters which play the role of partners with game players or the role of enemies against game players.

Original languageEnglish
Title of host publicationAgent and Multi-Agent Systems
Subtitle of host publicationTechnologies and Applications - First KES International Symposium, KES-AMSTA 2007, Proceedings
PublisherSpringer Verlag
Pages972-981
Number of pages10
ISBN (Print)9783540728290
DOIs
StatePublished - 2007
Event1st KES International Symposium on Agent and Multi-Agent Systems - Technologies and Applications, KES-AMSTA 2007 - Wroclaw, Poland
Duration: 31 May 20071 Jun 2007

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume4496 LNAI
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference1st KES International Symposium on Agent and Multi-Agent Systems - Technologies and Applications, KES-AMSTA 2007
Country/TerritoryPoland
CityWroclaw
Period31/05/071/06/07

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