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Distribution of Artificial Intelligence in Digital Games

Author

Listed:
  • Shaun Downey

    (University of Ulster, Magee, Derry, UK)

  • Darryl Charles

    (University of Ulster, Coleraine, Coleraine, UK)

Abstract

This paper reports on the creation of an application capable of producing intelligent character behavior based on distribution of Artificial Intelligence. To develop, test and experiment on applied Artificial Intelligence, computer games are quickly becoming the ideal simulation test bed for the implementation of computer generated AI. The application of Artificial Intelligence algorithms create immersive game-play where human players can interact with non-player characters and interactions with the environment helps shape the way in which games are played. A-Star pathfinding utilizes a heuristic function implementing cost of moving through a virtual world, this actively affects how an agent responds to a situation and can alter its decision making. This paper describes the implementation of the A-Star algorithm combined with gameplay mechanics used to simulate multi-agent communication within a randomly generated game-world.

Suggested Citation

  • Shaun Downey & Darryl Charles, 2015. "Distribution of Artificial Intelligence in Digital Games," International Journal of Intelligent Information Technologies (IJIIT), IGI Global, vol. 11(3), pages 1-14, July.
  • Handle: RePEc:igg:jiit00:v:11:y:2015:i:3:p:1-14
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    File URL: http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/IJIIT.2015070101
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    Cited by:

    1. Xuefang Xie & Xuemei Xie & Carla Martínez-Climent, 2019. "Identifying the factors determining the entrepreneurial ecosystem of internet cultural industries in emerging economies," International Entrepreneurship and Management Journal, Springer, vol. 15(2), pages 503-522, June.

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