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An Analysis of Artificial Intelligence Techniques in Multiplayer Online Battle Arena Game Environments

Published: 26 September 2016 Publication History

Abstract

The 3D computer gaming industry is constantly exploring new avenues for creating immersive and engaging environments. One avenue being explored is autonomous control of the behaviour of non-player characters (NPC). This paper reviews and compares existing artificial intelligence (AI) techniques for controlling the behaviour of non-human characters in Multiplayer Online Battle Arena (MOBA) game environments. Two techniques, the fuzzy state machine (FuSM) and the emotional behaviour tree (EBT), were reviewed and compared. In addition, an alternate and simple mechanism to incorporate emotion in a behaviour tree is proposed and tested. Initial tests of the mechanism show that it is a viable and promising mechanism for effectively tracking the emotional state of an NPC and for incorporating emotion in NPC decision making.

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SAICSIT '16: Proceedings of the Annual Conference of the South African Institute of Computer Scientists and Information Technologists
September 2016
422 pages
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 September 2016

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Author Tags

  1. 3D Games
  2. Artificial Intelligence
  3. MOBA

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  • Refereed limited

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SAICSIT '16

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Overall Acceptance Rate 187 of 439 submissions, 43%

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Cited By

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  • (2024)Comparative Analysis of SAAS Model and NPC Integration for Enhancing VR Shopping ExperiencesApplied Sciences10.3390/app1415657314:15(6573)Online publication date: 27-Jul-2024
  • (2023)Self-directed digital learning for maternity health workers A Choose-Your-Own-Adventure application for empathic careProceedings of the 6th ACM SIGCAS/SIGCHI Conference on Computing and Sustainable Societies10.1145/3588001.3609375(134-137)Online publication date: 16-Aug-2023
  • (2022)Verifying Safety of Behaviour Trees in Event-BElectronic Proceedings in Theoretical Computer Science10.4204/EPTCS.371.10371(139-155)Online publication date: 27-Sep-2022
  • (2022)Using Simple Design Features to Recapture the Essence of Real-Time Strategy GamesIEEE Transactions on Games10.1109/TG.2021.312875314:4(569-578)Online publication date: Dec-2022
  • (2022)A Framework for Creating Non-Player Characters That Make Psychologically-Driven Decisions2022 IEEE International Conference on Consumer Electronics (ICCE)10.1109/ICCE53296.2022.9730383(1-7)Online publication date: 7-Jan-2022
  • (2022)A survey of Behavior Trees in robotics and AIRobotics and Autonomous Systems10.1016/j.robot.2022.104096154:COnline publication date: 1-Aug-2022
  • (2022)Visual Tracking Detection and Movement Identification by Using Eye-Tracker for E-sports PlayerInnovative Computing10.1007/978-981-16-4258-6_3(13-22)Online publication date: 4-Jan-2022
  • (2021)Application of Artificial Intelligence in Food Industry—a GuidelineFood Engineering Reviews10.1007/s12393-021-09290-zOnline publication date: 9-Aug-2021
  • (2019) Recommender System for Items in Dota 2 IEEE Transactions on Games10.1109/TG.2018.284412111:4(396-404)Online publication date: Dec-2019
  • (2018)A Competitive Combat Strategy and Tactics in RTS Games AI and StarCraftAdvances in Multimedia Information Processing – PCM 201710.1007/978-3-319-77383-4_1(3-12)Online publication date: 10-May-2018

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