CI in Games

Solving Problems in Games
by Means of
Computational Intelligence

Current Activities

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Publications

Journal Articles

Conference Articles (peer reviewed)

Technical Reports

Demonstration Articles

Teaching

Completed Project Groups

Current Project Group

Current Diploma Theses

None

Completed Diploma Theses

Current Master Theses

Completed Master Theses

Current Bachelor Theses

Completed Bachelor Theses

Completed Seminar

Project Groups

PG 511

Due to the fact that the Artificial Intelligence (AI) of non-player characters (NPCs) in computer games often features shortfalls, the PG511 tried to improve NPCs' intelligence by means of Computational Intelligence (CI), such as Artificial Neural Nets (ANN) and Evolutionary Algorithms (EA). The hope was that this approach would make their behaviour less predictable. The main task of the PG511 was to figure out whether CI methods could be applied to computer games, how far CI methods can balance a game's difficulty while giving the observer an impression that the NPCs behave in a natural, human-like way. As mentioned above the PG511 had two semesters for developing CI methods for computer games, a Pac-Man clone called NJam and a more complex realtime strategy game (RTS) Glest. For further information you can visit the PG511 homepage .

PG 529

The aim of the PG529 was to enhance gameplay experience by modeling more humanlike non-player characters. During the two semester period the PG529 worked out solutions for two very different games. The first game was the computer game PokerTH which is a computer version of the popular poker variant Texas Hold'em. In the process of enhancing the game, the project group removed the existing computer opponent and replaced it by an opponent being controlled by an Artificial Neural Net (ANN). The ANN was optimized using an Evolutionary Algorithm (EA) and was able to reproduce the behaviour of human players. Furthermore two new ways of communication were added: Sending predefined text messages and the ability of showing emoticons. The second game was the computer version of the board game Diplomacy. Negotiation is a very important aspect while playing Diplomacy which is why the main target of the PG529 was to improve the non-player characters ability to negotiate and evaluate the relationships between the different players. The group was divided into three sub-groups which developed different bots implementing different strategies independently. The developed bots where compared and a Turing test has been performed.

Stragotiator

One of the bots that were first developed within the project group have been taken further and is also available from the web page of Markus Kemmerling. A description of the major features and the planning method that has been added by Niels Ackermann is contained in the EvoGames 2011 paper (EvoApplications 2011: Proceedings, Part I, Springer).

Fachprojekte (technical projects) Digital Entertainment Technologies

Course was run in summer terms 2012, 2013, 2014, 2015 and in winter term 2014/15.

Course plan summer 2012 (in German), linking to some additional material

IBalls game the 3rd of 3 projects, a not-so-trivial multiplayer game for the Unity enginge, see example picture (at startup time). It was developed with help of modern design tools as articy:draft.