An Analysis of Artificial Intelligence Techniques in Multiplayer Online Battle Arena Game Environments
Waltham, Michael and Deshendran Moodley (2016) An Analysis of Artificial Intelligence Techniques in Multiplayer Online Battle Arena Game Environments. In Blauw, FF, M Coetzee, EM Ehlers, WS Leung, C Marnewick and DT van der Haar, Eds. Proceedings Annual Conference of the South African Institute of Computer Scientists and Information Technologists (SAICSIT 2016), Johannesburg, South Africa.
The 3D computer gaming industry is constantly exploring new avenues for creating immersive and engaging environments. One avenue being explored is autonomous control of the behaviour of non-player characters (NPC). This paper reviews and compares existing artificial intelligence (AI) techniques for controlling the behaviour of non-human characters in Multiplayer Online Battle Arena (MOBA) game environments. Two techniques, the fuzzy state machine (FuSM) and the emotional behaviour tree (EBT), were reviewed and compared. In addition, an alternate and simple mechanism to incorporate emotion in a behaviour tree is proposed and tested. Initial tests of the mechanism show that it is a viable and promising mechanism for effectively tracking the emotional state of an NPC and for incorporating emotion in NPC decision making.
|EPrint Type:||Conference Paper|
|Subjects:||I Computing Methodologies: I.2 ARTIFICIAL INTELLIGENCE|
I Computing Methodologies: I.3 COMPUTER GRAPHICS
|Deposited By:||Moodley, Deshen|
|Deposited On:||18 November 2016|