- Abstract:
-
This paper describes the application of a reactive behaviour architecture to control an intelligent agent in a computer game. We show how the architecture and behaviour selection method are adapted to the computer game. Pacman was chosen since the game is well known and requires real-time actions. The fuzzy controller is based on the Fuzzy Associative Memory (FAM) model, and behaviour selection is based on the fuzzy α−level method. The results show that the intelligent agent, ghost in our case, behaves in a believable manner and can enhance the enjoyment of the game.
- Copyright:
- 2008 by The University of Edinburgh. All Rights Reserved
- Links To Paper
- Free Preprint Version
- Bibtex format
- @InProceedings{EDI-INF-RR-1288,
- author = {
Jafreezal Jaafar
and Roderick McKenzie
},
- title = {A Reactive Architecture for Intelligent Agents in Computer Games},
- book title = {Proceedings of the 2008 UK Workshop on Computational Intelligence},
- year = 2008,
- month = {Sep},
- }
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