Developing algorithms and models for artificial intelligence using behavioural tree methods to implement Real Time Strategy (Q80033): Difference between revisions
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(Created claim: summary (P836): 1.Reference_reference_programme_aids:SA.41471 (2015/X) _public:Article 25 of Commission Regulation (EC) No 651/2014 of 17 June 2014 declaring certain categories of aid compatible with the internal market in the application of Article 107 and 108 of the Treaty (OJ(OJ LEU L 187/1, 26.06.2014), the proposal is to carry out industrial research and development work to develop technologies to generate real time (demand) trees for controlling artificia...) |
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1.Reference_reference_programme_aids:SA.41471 (2015/X) _public:Article 25 of Commission Regulation (EC) No 651/2014 of 17 June 2014 declaring certain categories of aid compatible with the internal market in the application of Article 107 and 108 of the Treaty (OJ(OJ LEU L 187/1, 26.06.2014), the proposal is to carry out industrial research and development work to develop technologies to generate real time (demand) trees for controlling artificial adversaries in computer games with the target level of experience and a set of desired AI algorithm behaviour.The aim of the project will be achieved, inter alia, by developing and implementing a universal system of experimentation which, in the abstract, will define the world of game and the logic of the game.An innovative approach to solving the problem will make it easy to modify and expand the game for the production of computer games.The game will be represented by the appropriate data structures.The main features of this system will be:Simulation of the actual operation of a computer game — providing the data needed to build the AI algorithms (functionality of the legacy and playback functionality) and, a software developer interface, to integrate the AI algorithm with the game world.On this basis, methods will be developed for the creation of a behavioural model that will quantify his behaviour together with the characteristic parameters on the basis of the player’s set of competitions, thereby attributing to the player the style of the player style, the specific terms and parameters of his action and its timing.Next, algorithms for the generation of ‘behavioural trees’ as closely as possible corresponding to the pooled behavioural patterns of the players will be constructed.The project results in the form of a set of integrated algorithms in the SI system will be implemented into W (English) | |||
Property / summary: 1.Reference_reference_programme_aids:SA.41471 (2015/X) _public:Article 25 of Commission Regulation (EC) No 651/2014 of 17 June 2014 declaring certain categories of aid compatible with the internal market in the application of Article 107 and 108 of the Treaty (OJ(OJ LEU L 187/1, 26.06.2014), the proposal is to carry out industrial research and development work to develop technologies to generate real time (demand) trees for controlling artificial adversaries in computer games with the target level of experience and a set of desired AI algorithm behaviour.The aim of the project will be achieved, inter alia, by developing and implementing a universal system of experimentation which, in the abstract, will define the world of game and the logic of the game.An innovative approach to solving the problem will make it easy to modify and expand the game for the production of computer games.The game will be represented by the appropriate data structures.The main features of this system will be:Simulation of the actual operation of a computer game — providing the data needed to build the AI algorithms (functionality of the legacy and playback functionality) and, a software developer interface, to integrate the AI algorithm with the game world.On this basis, methods will be developed for the creation of a behavioural model that will quantify his behaviour together with the characteristic parameters on the basis of the player’s set of competitions, thereby attributing to the player the style of the player style, the specific terms and parameters of his action and its timing.Next, algorithms for the generation of ‘behavioural trees’ as closely as possible corresponding to the pooled behavioural patterns of the players will be constructed.The project results in the form of a set of integrated algorithms in the SI system will be implemented into W (English) / rank | |||
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Revision as of 09:01, 4 March 2020
Project in Poland financed by DG Regio
Language | Label | Description | Also known as |
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English | Developing algorithms and models for artificial intelligence using behavioural tree methods to implement Real Time Strategy |
Project in Poland financed by DG Regio |
Statements
778,336.0 zloty
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1,116,830.0 zloty
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69.69 percent
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1 December 2016
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30 June 2018
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BAAD GAMES STUDIO SPÓŁKA Z OGRANICZONA ODPOWIEDZIALNOSCIA
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1. Numer_referencyjny_programu_pomocowego: SA.41471(2015/X) Przeznaczenie_pomocy_publicznej: art. 25 rozporządzenia KE nr 651/2014 z dnia 17 czerwca 2014 r. uznające niektóre rodzaje pomocy za zgodne z rynkiem wewnętrznym w stosowaniu art. 107 i 108 Traktatu (Dz. Urz. UE L 187/1 z 26.06.2014),Projekt zakłada przeprowadzenie badań przemysłowych i prac rozwojowych w celu opracowania technologii pozwalającej na wygenerowanie w czasie rzeczywistym (on demand) drzew behawioralnych sterujących sztucznym przeciwnikiem w grach komputerowych o zadanych docelowym poziomie doświadczenia i zbiorze pożądanych zachowań algorytmu SI. Cel projektu zostanie osiągnięty m.in. poprzez opracowanie i implementację uniwersalnego systemu eksperymentowania, który w sposób abstrakcyjny będzie definiował świat gry i logikę rozgrywki. Innowacyjne podejście do rozwiązania problemu pozwoli na łatwe modyfikowanie i rozszerzanie świata gry na potrzeby produkcji gier komputerowych. Świat gry będzie reprezentowany przez odpowiednie struktury danych. Głównymi cechami opisywanego systemu będzie: - symulacja działania rzeczywistej gry komputerowej, - dostarczanie danych potrzebnych do konstrukcji algorytmów SI (funkcjonalności zapisu i odtwarzania rozgrywek) oraz - interfejsu programistycznego pozwalającego na integrację algorytmu SI ze światem gry. Na tej podstawie opracowane zostaną metody tworzenia modelu behawioralnego gracza, opisujących w skwantyfikowany sposób zbiór jego zachowań wraz z charakterystycznymi parametrami na podstawie zbioru rozgrywek danego gracza, dzięki czemu przypisywany będzie do gracza styl jego rozgrywki, szczegółowe warunki i parametry podejmowanych przez niego akcji oraz ich zmienność w czasie. Następnie skonstruowane zostaną algorytmy generowania drzew behawioralnych jak najwierniej odpowiadających zadanemu zbiorowi modeli behawioralnych graczy. Rezultaty projektu w postaci zestawu algorytmów zintegrowanych w systemie SI zostanie wdrożony do działalności W (Polish)
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1.Reference_reference_programme_aids:SA.41471 (2015/X) _public:Article 25 of Commission Regulation (EC) No 651/2014 of 17 June 2014 declaring certain categories of aid compatible with the internal market in the application of Article 107 and 108 of the Treaty (OJ(OJ LEU L 187/1, 26.06.2014), the proposal is to carry out industrial research and development work to develop technologies to generate real time (demand) trees for controlling artificial adversaries in computer games with the target level of experience and a set of desired AI algorithm behaviour.The aim of the project will be achieved, inter alia, by developing and implementing a universal system of experimentation which, in the abstract, will define the world of game and the logic of the game.An innovative approach to solving the problem will make it easy to modify and expand the game for the production of computer games.The game will be represented by the appropriate data structures.The main features of this system will be:Simulation of the actual operation of a computer game — providing the data needed to build the AI algorithms (functionality of the legacy and playback functionality) and, a software developer interface, to integrate the AI algorithm with the game world.On this basis, methods will be developed for the creation of a behavioural model that will quantify his behaviour together with the characteristic parameters on the basis of the player’s set of competitions, thereby attributing to the player the style of the player style, the specific terms and parameters of his action and its timing.Next, algorithms for the generation of ‘behavioural trees’ as closely as possible corresponding to the pooled behavioural patterns of the players will be constructed.The project results in the form of a set of integrated algorithms in the SI system will be implemented into W (English)
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Identifiers
POIR.01.02.00-00-0108/16
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