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Reports of the 2012 AIIDE Workshops

机译:2012 AIIDE研讨会报告

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Artificial Intelligence in Adversarial Real-Time Games With the advent of the BWAPI StarCraft programming interface, interest in real-time strategy (RTS) game AI has increased considerably. At the 2011 AIIDE conference, several papers on the subject were presented, ranging from build order planning, over state estimation, to plan recognition. In addition, a panel discussion on RTS game AI took place, the StarCraft competition was discussed, prizes were awarded, and two exhibition match replays were shown. For some conference attendees this was a bit too much StarCraft content. For others it wasn't enough because little was said about the inner workings of the strongest competition entries. To address these concerns, holding a workshop on RTS game AI topics at AIIDE 2012 was proposed in the organizing meeting that concluded the AIIDE 2011 conference. In subsequent discussions with members of the organizing committee it was felt that the coverage of the workshop should be extended to adversarial real-time games, so that, for instance, First-Person-Shooter game AI would be included.
机译:对抗实时游戏中的人工智能随着BWAPI StarCraft编程界面的出现,人们对实时策略(RTS)游戏AI的兴趣大大增加。在2011 AIIDE会议上,提出了有关该主题的几篇论文,从构建订单计划,状态估计到计划识别。此外,还举行了有关RTS游戏AI的小组讨论,讨论了《星际争霸》竞赛,颁发了奖品,并展示了两个展览比赛重播。对于某些会议参与者来说,星际争霸的内容太多了。对于其他人而言,这还远远不够,因为对于最强大的比赛项目的内部运作知之甚少。为了解决这些问题,在组织AIIDE 2011大会的会议中提议在AIIDE 2012上举办有关RTS游戏AI主题的研讨会。在随后与组委会成员的讨论中,人们认为研讨会的覆盖范围应扩展到对抗性实时游戏,以便例如将第一人称射击游戏AI包括在内。

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