By Topic

Reusable components for artificial intelligence in computer games

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$33 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

3 Author(s)
Christopher Dragert ; School of Computer Science, McGill University, Montreal, QC, Canada, H3A 0E9 ; Jörg Kienzle ; Clark Verbrugge

While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters. In this work, we take a modular Statechart-based game AI modelling approach and develop a reuse strategy to enable fast development of new AIs. This is aided through the creation of a standardized interface for Statechart modules in a layered architecture. Reuse is enabled at a high-level through functional groups that encapsulate behaviour. These concepts are solidified with the development of the SkyAI tool. SkyAI enables a developer to build and work with a library of modular components to develop new AIs by composing modules, and then output the resulting product to an existing game. Efficacy is demonstrated by reusing AI components from a tank to quickly make a much different AI for a simple animal.

Published in:

Games and Software Engineering (GAS), 2012 2nd International Workshop on

Date of Conference:

9-9 June 2012