Adaptive AI Engine for RTS Games

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Ideas for next seminar

Posted by Ogail on January 25, 2010

Hello all,

I’ve been thinking about what could talk in next seminar and I’ve got these ideas:

  • Fast introduction to our project.
  • What are techniques that we’ll use in the project:
    • Case-based planning.
    • Reinforcement Learning.
  • Why to use case-based planning?
  • Why to use reinforcement learning?
  • How we’ll test our project?
    • Based on Turing Test.

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29-6-2009 Meeting Agenda

Posted by Ogail on June 29, 2009

  • Introduce what we’ll say today (our vision) and how we will achieve it (introducing meeting agenda) – Abdelrahman
  • Add here your main points to discuss Omar
  • Basic Definitions and Concepts:
    • What is intelligence
    • What is "Game AI"
    • What Game AI is NOT
    • How this definition differs from Academic definition
    • Applicable mind science and psychology theory:
      • Brain organization
      • Knowledge base and learning
      • Cognition
      • Theory of mind
      • Bounded optimality
      • Lessons from robotics
  • An AI Engine: The Basic Components and Design:
    • Decision making and inference:
      • Types of solutions
      • Agent reactivity
      • System realism
      • Genre
      • Content
      • Platform
      • Development limitations
      • Entertainment limitations
    • Input handlers and perception:
      • Perception type
      • Update regularity
      • Reaction time
      • Thresholds
      • Load balancing
      • Computation cost and preconditions
    • Navigation:
      • Grid based
      • Simple avoidance and potential fields
      • Make node networks
      • Navigation mesh
      • Combination systems
  • Real-Time Strategy Games:
    • Common AI elements:
      • Individual units
      • Economic individual units
      • Commanders and medium level strategic elements
      • High level strategy AI
      • Town building
      • Indigenous life
      • Pathfinding
      • Tactical and strategic support systems
    • Useful AI techniques
      • Messaging
      • Finite-State-Machines (FSM)
      • Fuzzing-State-Machines (FuSM)
      • Hierarichal AI
      • Planning
      • Scripting
      • Data-Driven AI
    • Examples
    • Areas that need improvement:
      • Learning
      • Determining when AI element is stuck!
      • Helper AI
      • Opponent personality
      • More strategic, less tactics
    • Talks about which department we’ll join

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