An Analysis of Artificial Intelligence Techniques in Multiplayer Online Battle Arena Game Environments

Waltham, Michael and Moodley, Deshendran (2016) An Analysis of Artificial Intelligence Techniques in Multiplayer Online Battle Arena Game Environments, Proceedings of Annual Conference of the South African Institute of Computer Scientists and Information Technologists (SAICSIT 2016), 26-28 September 2016, Johannesburg, South Africa, ACM NY, USA.

[img] PDF
Waltham_Moodley_SAICSIT2016.pdf

Download (1MB)

Abstract

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.

Item Type: Conference paper
Subjects: Computing methodologies > Artificial intelligence
Computing methodologies > Computer graphics
Alternate Locations: http://dl.acm.org/citation.cfm?id=2987513
Date Deposited: 18 Nov 2016
Last Modified: 10 Oct 2019 15:32
URI: http://pubs.cs.uct.ac.za/id/eprint/1114

Actions (login required)

View Item View Item