Vol.2  No 1

 

February 2003

International Journal of
Intelligent Games & Simulation


a web-based publication of the

University of Wolverhampton UK 

in collaboration with the

European Simulation Society (EUROSIS)

University of Wolverhampton LOgo

 

Register for Free Access to the Technical Papers

 

Submission Information for Authors

 

Contents Page

 

Chief Editors
N E Gough
Q H Mehdi

Coordinator  
Norman Gough
 

Editorial Board & Aims
Scope of IJIGS

Previous issue:

Vol 1 No 1

 

Copyright  University of Wolverhampton and EUROSIS 2003

 

ISSN 1477-2043

 

The Editors, The University of  Wolverhampton and EUROSIS do not  accept  responsibility for errors arising from papers appearing  in IJIGS.    Official University of Wolverhampton  disclaimer.

Abstracts

 

Coordinating piece movements in a semi-concurrent abstract board game

T. Pannérec

In semi-concurrent games, each player simultaneously moves a set of pieces, the object of the game being to coordinate these movements to maximise the winning chances. In this paper, we present such a game, discuss the problem it poses and report the use of our MARECHAL framework to model the tactical and strategic expertises. The results show that our AI opponent can globally play at an experienced human player level.

 

Dynamic character animations

S. M. Grünvogel

For creating real-time animations of 3D characters we introduce an animation engine for the dynamic creation of motions with motion models. Each motion models represents a small task like walk or wave and has its own set of parameters controlling the specific characteristics of a motion. The style and the characteristics of motion models can be changed in realtime. For this purpose pre-produced animations are combined and changed with clip operators. The animations of several motion models can be combined to play different motion simultaneously. To create the combined motions, the same clip operators are used.

 

Improved opponent intelligence trough offline learning

P. Spronck, I. Spinkhuizen and E. Postma

Artificially intelligent opponents in commercial computer games are almost exclusively controlled by manually designed scripts. With increasing game complexity, the scripts tend to become quite complex too. As a consequence they often contain “holes” that can be exploited by the human player. The research question addressed in this paper reads: How can evolutionary learning techniques be applied to improve the quality of opponent intelligence in commercial computer games? We study the offline application of evolutionary learning to generate neural-network controlled opponents for a complex strategy game called PICOVERSE. The results show that the evolved opponents outperform a manually-scripted opponent. In addition, it is shown that evolved opponents are capable of identifying and exploiting holes in a scripted opponent and exhibiting original tactical behaviour. We conclude that evolutionary learning is an effective tool to improve the quality of opponent intelligence in commercial computer games.

 

Creating socially interactive no-player characters: The µ-SIV system

B. McNamee and P. Cunningham

A number of recent, highly successful games have shown that there is a demand for the personalities, moods, and relationships of Non Player Characters' (NPCs) to be made the focus of game-play. In order for this shift of focus to take place, agent architectures used to create NPCs must be augmented with models of these aspects of characters’ personae. These models must then be used to drive characters' behaviour. This paper will present the µ-SIC system, a component of an intelligent agent architecture designed for the creation of NPCs for computer games. µ-SIC uses a number of quantitative psychological models to simulate characters’ personalities, moods and relationships. The values of these models are used as inputs to an Artificial Neural Network (ANN) which drives characters’ social behaviour.

 

The execution kernel of RC++: RETE*, a faster RETE with TREAT as a special case

I. Wright and J. Marshall

Some behaviours of computer game agents can be naturally expressed as collections of rules and knowledge bases. General purpose rule-based languages provide high-level constructs for expressing complex conditional behaviour. We examine the runtime kernel of RC++, a rule-based language developed for game AI, to explore the costs associated with adopting general-purpose, rule-based approaches for computer game production. The kernel of RC++ is the RETE* algorithm, an extension of the RETE algorithm with better time characteristics, but also able to exhibit the beneficial properties of TREAT (a low memory cost alternative to RETE) when required. RETE* achieves this functionality and performance by employing (i) asymmetric deletion, (ii) dual tokens, and (iii) a dynamic beta-memory cut mechanism. The dynamic beta cut allows the RETE/TREAT trade-off to be exploited by users. Theoretical and empirical performance comparisons for RETE, TREAT and RETE* are provided. The implications for the utility of rule-based programming for the computer games industry is discussed, and we conclude that there is still some way to go before rule-based programming can be employed in the game-making process.

 

Video games in education

K. Squire

Computer and video games are a maturing medium and industry and have caught the attention of scholars across a variety of disciplines. By and large, computer and video games have been ignored by educators. When educators have discussed games, they have focused on the social consequences of game play, ignoring important educational potentials of gaming. This paper examines the history of games in educational research, and argues that the cognitive potential of games have been largely ignored by educators. Contemporary developments in gaming, particularly interactive stories, digital authoring tools, and collaborative worlds, suggest powerful new opportunities for educational media.

 

4